wynnpack-archive/assets/minecraft/shaders/include/texture.glsl
2024-11-30 18:29:47 +00:00

62 lines
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1.6 KiB
GLSL

#version 150
#if defined(POSITION_TEX) || defined(POSITION_TEX_COLOR)
#ifdef VERTEX_SHADER
struct Transform {
vec4 color;
vec4 vertexColor;
float guiScale;
float gameTime;
float elementDepth;
vec3 position;
vec2 textureUV;
} transform;
void offsetElement(float alpha, float x, float y) {
if(transform.color.a == alpha) {
transform.position.x -= x * transform.guiScale;
transform.position.y -= y * transform.guiScale;
}
}
void paddingElement(sampler2D Sampler0) {
ivec4 check = getVertex(Sampler0, 0, 1);
if(check != ivec4(255, 0, 0, 255)) {
return;
}
ivec4 element = getVertex(Sampler0, 0, 0);
if(element.a != 0 && element.a != 255) {
transform.textureUV = corners[gl_VertexID % 4];
transform.position.xy += (transform.textureUV - 0.5) * (ivec2(256) - element.ba);
int frame = int(transform.gameTime * element.y * 1400.0) % element.x;
ivec2 cells = textureSize(Sampler0, 0) / 256;
transform.textureUV += ivec2(frame % cells.x, frame / cells.y);
transform.textureUV /= cells;
}
}
void anchorZ(float depth, float target) {
if(transform.elementDepth != depth) {
return;
}
transform.position.z = target;
}
#endif
#ifdef FRAGMENT_SHADER
struct Transform {
vec4 color;
vec4 colorMod;
vec2 textureUV;
} transform;
void removePixel(sampler2D Sampler0, ivec2 coordinate, ivec4 color) {
ivec4 check = getVertex(Sampler0, 0, 1);
if(ivec2(transform.textureUV * textureSize(Sampler0, 0)) == coordinate && check == color)
discard;
}
#endif
#endif