diff options
author | 2021-05-21 22:50:39 +0900 | |
---|---|---|
committer | 2021-05-21 22:50:39 +0900 | |
commit | 32264925b9cc54b8b8b92fa40e0717095a1bb9d7 (patch) | |
tree | 640baf7342f30e5cfb6f39a5952a06a172bc75cd /Assets/Common/Shaders/frag | |
parent | 5c0cca5b770cb30d547f3d7c56be9f46aa1a31b8 (diff) |
initial commit
Diffstat (limited to 'Assets/Common/Shaders/frag')
3 files changed, 50 insertions, 0 deletions
diff --git a/Assets/Common/Shaders/frag/RefCubeMapTex_RGBChange_DistDark_Qt.frag b/Assets/Common/Shaders/frag/RefCubeMapTex_RGBChange_DistDark_Qt.frag new file mode 100644 index 0000000..aec29d2 --- /dev/null +++ b/Assets/Common/Shaders/frag/RefCubeMapTex_RGBChange_DistDark_Qt.frag @@ -0,0 +1,26 @@ +#ifndef GL_ES
+
+#define lowp
+#define mediump
+#define highp
+#define precision
+
+#endif
+
+uniform highp samplerCube u_CubeMapTexture;
+uniform highp vec3 u_rgbFactor;
+uniform highp float u_alphaFactor;
+
+uniform mediump float u_Dist_Rate;
+uniform mediump float u_Dist_Position_Rate;
+
+
+varying highp vec3 v_CubeTexCoord;
+varying highp float v_Distance;
+
+void main()
+{
+ highp float DistDark = u_Dist_Position_Rate - v_Distance * u_Dist_Rate;
+
+ gl_FragColor = textureCube(u_CubeMapTexture, v_CubeTexCoord) * vec4(u_rgbFactor * DistDark, u_alphaFactor);
+}
diff --git a/Assets/Common/Shaders/frag/RefTexRefColorFactor_Qt.frag b/Assets/Common/Shaders/frag/RefTexRefColorFactor_Qt.frag new file mode 100644 index 0000000..a8e8ea5 --- /dev/null +++ b/Assets/Common/Shaders/frag/RefTexRefColorFactor_Qt.frag @@ -0,0 +1,13 @@ +/*out*/
+
+uniform mediump sampler2D u_Texture;
+uniform mediump vec3 u_rgbFactor;
+uniform mediump float u_alphaFactor;
+
+/*in*/
+varying mediump vec2 v_texCoord;
+
+void main()
+{
+ gl_FragColor = texture2D(u_Texture, v_texCoord) * vec4(u_rgbFactor, u_alphaFactor);
+}
diff --git a/Assets/Common/Shaders/frag/guageMask.frag b/Assets/Common/Shaders/frag/guageMask.frag new file mode 100644 index 0000000..9ea1279 --- /dev/null +++ b/Assets/Common/Shaders/frag/guageMask.frag @@ -0,0 +1,11 @@ +uniform mediump float angleBase; +uniform mediump float angle; +uniform mediump sampler2D src; +uniform mediump float qt_Opacity; +varying mediump vec2 coord; +void main(){ + mediump vec2 d=2.0*coord-vec2(1.0,1.0); + mediump float a=atan(d.x,-d.y); + mediump vec4 tex = texture2D(src, coord); + gl_FragColor = (angleBase<=a && a<=angle) ? tex * qt_Opacity : tex * 0.0; +} |