49 lines
1017 B
Plaintext
49 lines
1017 B
Plaintext
struct v2f_vertex_lit {
|
|
vec2 uv;
|
|
vec4 diff;
|
|
vec4 spec;
|
|
};
|
|
struct v2f_img {
|
|
vec4 pos;
|
|
vec2 uv;
|
|
};
|
|
struct appdata_img {
|
|
vec4 vertex;
|
|
vec2 texcoord;
|
|
};
|
|
struct v2f {
|
|
vec4 pos;
|
|
vec2 uv[3];
|
|
};
|
|
uniform sampler2D _MainTex;
|
|
uniform float _Treshold;
|
|
vec4 frag( in v2f i );
|
|
vec4 frag( in v2f i ) {
|
|
vec4 original;
|
|
vec3 p1;
|
|
vec3 p2;
|
|
vec3 p3;
|
|
vec3 diff;
|
|
float len;
|
|
original = texture2D( _MainTex, i.uv[ 0 ]);
|
|
p1 = original.xyz ;
|
|
p2 = texture2D( _MainTex, i.uv[ 1 ]).xyz ;
|
|
p3 = texture2D( _MainTex, i.uv[ 2 ]).xyz ;
|
|
diff = (((p1 * 2.00000) - p2) - p3);
|
|
len = dot( diff, diff);
|
|
if ( (len >= _Treshold) ){
|
|
original.xyz = vec3( 0.000000);
|
|
}
|
|
return original;
|
|
}
|
|
void main() {
|
|
vec4 xl_retval;
|
|
v2f xlt_i;
|
|
xlt_i.pos = vec4(0.0);
|
|
xlt_i.uv[0] = vec2( gl_TexCoord[0]);
|
|
xlt_i.uv[1] = vec2( gl_TexCoord[1]);
|
|
xlt_i.uv[2] = vec2( gl_TexCoord[2]);
|
|
xl_retval = frag( xlt_i);
|
|
gl_FragData[0] = vec4( xl_retval);
|
|
}
|