-=-=-=-=-=-=-=-=-=-=-=-=-=-= -Auto indenter in code editor, this makes it much easier to paste external code. -Zoom in 2D viewport now uses the mouse pointer as reference. -Obscure hack to see where code/line of GDScript in C++ backtrace. -Fixed a bug where keys would get stuck on X11 if pressed simultaneously -Added Api on IP singleton to request local IPs. -Premultiplied alpha support when importing texture, editing PNGs and as a blend mode.
72 lines
1.3 KiB
GLSL
72 lines
1.3 KiB
GLSL
[vertex]
|
|
|
|
#ifdef USE_GLES_OVER_GL
|
|
#define mediump
|
|
#define highp
|
|
#else
|
|
precision mediump float;
|
|
precision mediump int;
|
|
#endif
|
|
|
|
uniform highp mat4 projection_matrix;
|
|
uniform highp mat4 modelview_matrix;
|
|
uniform highp mat4 extra_matrix;
|
|
attribute highp vec3 vertex; // attrib:0
|
|
attribute vec4 color_attrib; // attrib:3
|
|
attribute highp vec2 uv_attrib; // attrib:4
|
|
|
|
varying vec2 uv_interp;
|
|
varying vec4 color_interp;
|
|
|
|
//uniform bool snap_pixels;
|
|
|
|
void main() {
|
|
|
|
color_interp = color_attrib;
|
|
uv_interp = uv_attrib;
|
|
highp vec4 outvec = vec4(vertex, 1.0);
|
|
outvec = extra_matrix * outvec;
|
|
outvec = modelview_matrix * outvec;
|
|
#ifdef USE_PIXEL_SNAP
|
|
|
|
outvec.xy=floor(outvec.xy+0.5);
|
|
#endif
|
|
gl_Position = projection_matrix * outvec;
|
|
}
|
|
|
|
[fragment]
|
|
|
|
#ifdef USE_GLES_OVER_GL
|
|
#define mediump
|
|
#define highp
|
|
#else
|
|
precision mediump float;
|
|
precision mediump int;
|
|
#endif
|
|
|
|
// texunit:0
|
|
uniform sampler2D texture;
|
|
|
|
varying vec2 uv_interp;
|
|
varying vec4 color_interp;
|
|
|
|
#ifdef MOMO
|
|
|
|
#endif
|
|
|
|
void main() {
|
|
|
|
vec4 color = color_interp;
|
|
|
|
color *= texture2D( texture, uv_interp );
|
|
|
|
#ifdef DEBUG_ENCODED_32
|
|
highp float enc32 = dot( color,highp vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) );
|
|
color = vec4(vec3(enc32),1.0);
|
|
#endif
|
|
|
|
// color.rgb*=color.a;
|
|
gl_FragColor = color;
|
|
|
|
}
|
|
|