Inferno Game Engine
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#version 450 core
layout(location = 0) out vec4 color;
in vec4 v_color;
in vec2 v_textureCoordinates;
in flat float v_textureIndex;
in float v_width;
in float v_edge;
in float v_borderWidth;
in float v_borderEdge;
in vec4 v_borderColor;
in flat float v_offset;
uniform sampler2D u_textures[32];
float alpha(float textureAlpha)
{
float distance = 1.0f - textureAlpha;
float alpha = 1.0f - smoothstep(v_width, v_width + v_edge, distance);
return alpha;
}
void main()
{
vec4 textureColor = v_color;
switch(int(v_textureIndex)) {
case 0: break; // Texture unit 0 is reserved for no texture
case 1: textureColor.a = alpha(texture(u_textures[1], v_textureCoordinates).a); break;
// case 1: textureColor *= texture(u_textures[1], v_textureCoordinates); break;
case 2: textureColor.a = alpha(texture(u_textures[2], v_textureCoordinates).a); break;
case 3: textureColor.a = alpha(texture(u_textures[3], v_textureCoordinates).a); break;
case 4: textureColor.a = alpha(texture(u_textures[4], v_textureCoordinates).a); break;
case 5: textureColor.a = alpha(texture(u_textures[5], v_textureCoordinates).a); break;
case 6: textureColor.a = alpha(texture(u_textures[6], v_textureCoordinates).a); break;
case 7: textureColor.a = alpha(texture(u_textures[7], v_textureCoordinates).a); break;
case 8: textureColor.a = alpha(texture(u_textures[8], v_textureCoordinates).a); break;
case 9: textureColor.a = alpha(texture(u_textures[9], v_textureCoordinates).a); break;
case 10: textureColor.a = alpha(texture(u_textures[10], v_textureCoordinates).a); break;
case 11: textureColor.a = alpha(texture(u_textures[11], v_textureCoordinates).a); break;
case 12: textureColor.a = alpha(texture(u_textures[12], v_textureCoordinates).a); break;
case 13: textureColor.a = alpha(texture(u_textures[13], v_textureCoordinates).a); break;
case 14: textureColor.a = alpha(texture(u_textures[14], v_textureCoordinates).a); break;
case 15: textureColor.a = alpha(texture(u_textures[15], v_textureCoordinates).a); break;
case 16: textureColor.a = alpha(texture(u_textures[16], v_textureCoordinates).a); break;
case 17: textureColor.a = alpha(texture(u_textures[17], v_textureCoordinates).a); break;
case 18: textureColor.a = alpha(texture(u_textures[18], v_textureCoordinates).a); break;
case 19: textureColor.a = alpha(texture(u_textures[19], v_textureCoordinates).a); break;
case 20: textureColor.a = alpha(texture(u_textures[20], v_textureCoordinates).a); break;
case 21: textureColor.a = alpha(texture(u_textures[21], v_textureCoordinates).a); break;
case 22: textureColor.a = alpha(texture(u_textures[22], v_textureCoordinates).a); break;
case 23: textureColor.a = alpha(texture(u_textures[23], v_textureCoordinates).a); break;
case 24: textureColor.a = alpha(texture(u_textures[24], v_textureCoordinates).a); break;
case 25: textureColor.a = alpha(texture(u_textures[25], v_textureCoordinates).a); break;
case 26: textureColor.a = alpha(texture(u_textures[26], v_textureCoordinates).a); break;
case 27: textureColor.a = alpha(texture(u_textures[27], v_textureCoordinates).a); break;
case 28: textureColor.a = alpha(texture(u_textures[28], v_textureCoordinates).a); break;
case 29: textureColor.a = alpha(texture(u_textures[29], v_textureCoordinates).a); break;
case 30: textureColor.a = alpha(texture(u_textures[30], v_textureCoordinates).a); break;
case 31: textureColor.a = alpha(texture(u_textures[31], v_textureCoordinates).a); break;
}
// textureColor.a = 1; // tmp
color = textureColor;
}