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VSHOE?Iu_modelViewProju_dimensions	u_sparklelattribute vec4 a_color0;
attribute vec3 a_position;
attribute vec2 a_texcoord0;
varying vec4 v_color0;
varying vec2 v_texcoord0;
varying vec3 v_texcoord1;
uniform mat4 u_modelViewProj;
uniform vec4 u_dimensions;
uniform vec4 u_sparkle;
void main ()
{
  float ratio_1;
  float adjusted_2;
  float tmpvar_3;
  tmpvar_3 = max (max (a_color0.x, a_color0.y), a_color0.z);
  adjusted_2 = tmpvar_3;
  ratio_1 = 1.0;
  if ((tmpvar_3 > 0.0)) {
    adjusted_2 = (1.0 - pow ((1.0 - tmpvar_3), u_dimensions.x));
    ratio_1 = (adjusted_2 / tmpvar_3);
  };
  vec4 tmpvar_4;
  tmpvar_4.xyz = (a_color0.xyz * ratio_1);
  tmpvar_4.w = a_color0.w;
  v_color0 = tmpvar_4;
  vec4 tmpvar_5;
  tmpvar_5.w = 1.0;
  tmpvar_5.xyz = a_position;
  vec2 tmpvar_6;
  tmpvar_6.x = 1.0;
  tmpvar_6.y = u_dimensions.z;
  vec4 tmpvar_7;
  tmpvar_7.zw = vec2(0.0, 0.0);
  tmpvar_7.xy = (tmpvar_6 * (a_texcoord0 - vec2(0.5, 0.5)));
  gl_Position = ((u_modelViewProj * tmpvar_5) + ((u_dimensions.w * 
    mix (1.0, clamp (sqrt(dot (tmpvar_4.xyz, tmpvar_4.xyz)), 0.0, 1.0), u_dimensions.y)
  ) * tmpvar_7));
  v_texcoord0 = a_texcoord0;
  float tmpvar_8;
  tmpvar_8 = max (max (tmpvar_4.x, tmpvar_4.y), tmpvar_4.z);
  float tmpvar_9;
  tmpvar_9 = (u_sparkle.w + (tmpvar_8 * u_sparkle.z));
  float tmpvar_10;
  tmpvar_10 = sin(tmpvar_9);
  float tmpvar_11;
  tmpvar_11 = cos(tmpvar_9);
  float tmpvar_12;
  tmpvar_12 = pow (tmpvar_8, u_sparkle.y);
  float tmpvar_13;
  tmpvar_13 = mix (3.0, 1.0, tmpvar_12);
  vec3 tmpvar_14;
  float tmpvar_15;
  tmpvar_15 = (a_texcoord0.x - 0.5);
  float tmpvar_16;
  tmpvar_16 = (a_texcoord0.y - 0.5);
  tmpvar_14.x = ((0.5 + (
    (tmpvar_13 * tmpvar_15)
   * tmpvar_11)) - ((tmpvar_13 * tmpvar_16) * tmpvar_10));
  tmpvar_14.y = ((0.5 + (
    (tmpvar_13 * tmpvar_15)
   * tmpvar_10)) + ((tmpvar_13 * tmpvar_16) * tmpvar_11));
  tmpvar_14.z = (u_sparkle.x * tmpvar_12);
  v_texcoord1 = tmpvar_14;
}





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