18 lines
444 B
GLSL
18 lines
444 B
GLSL
#version 150
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// uniforms
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uniform sampler2D texture_sampler;
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// input
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varying vec2 frag_uv;
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void main() {
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float t = texture2D(texture_sampler, frag_uv + vec2( 0.0f, -0.01f )).a;
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float b = texture2D(texture_sampler, frag_uv + vec2( 0.0f, 0.01f )).a;
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float c = 0.0f;
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if (t < 0.75 && b > 0.75) {
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c += 0.5f;
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}
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gl_FragColor = vec4(0.75, 0.5, 0.5, c);
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if (gl_FragColor.a == 0.0) discard;
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//gl_FragColor = vec4(0.5, 0.0, 0.0, 0.5);
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}
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