mkxp/shader/sprite.frag
Jonas Kulla a53163660f Shader: Refine preprocessing on GLES platform
Don't globally set float precision to mediump, only fragment
shaders need that and defining it for vertex shaders causes
tilemap cracks.

Also manually define low precision for variables that hold
color / alpha values.
2014-12-31 18:52:19 +01:00

39 lines
797 B
GLSL

uniform sampler2D texture;
uniform lowp vec4 tone;
uniform lowp float opacity;
uniform lowp vec4 color;
uniform float bushDepth;
uniform lowp float bushOpacity;
varying vec2 v_texCoord;
const vec3 lumaF = vec3(.299, .587, .114);
void main()
{
/* Sample source color */
vec4 frag = texture2D(texture, v_texCoord);
/* Apply gray */
float luma = dot(frag.rgb, lumaF);
frag.rgb = mix(frag.rgb, vec3(luma), tone.w);
/* Apply tone */
frag.rgb += tone.rgb;
/* Apply opacity */
frag.a *= opacity;
/* Apply color */
frag.rgb = mix(frag.rgb, color.rgb, color.a);
/* Apply bush alpha by mathematical if */
lowp float underBush = float(v_texCoord.y < bushDepth);
frag.a *= clamp(bushOpacity + underBush, 0.0, 1.0);
gl_FragColor = frag;
}