Files
aya/client/common/shaders/bgfx_source/ui.sc
2025-12-17 16:47:48 +00:00

39 lines
863 B
Scala

$input a_position, a_texcoord0, a_color0
$output v_texcoord0, v_color0, v_texcoord1
#include "common.sh"
uniform vec4 u_uiParams; // x = luminance sampling on/off, w = z offset
SAMPLER2D(s_diffuseMap, 0);
void UIVS()
{
gl_Position = mul(u_viewProjection, vec4(a_position, 1.0));
gl_Position.z -= u_uiParams.w; // against z-fighting
v_texcoord0 = a_texcoord0;
v_color0 = a_color0;
#if defined(PIN_FOG)
v_texcoord1.x = (u_fogParams.z - gl_Position.w) * u_fogParams.w;
#endif
}
void UIPS()
{
vec4 base;
if (u_uiParams.x > 0.5)
base = vec4(1.0, 1.0, 1.0, texture2D(s_diffuseMap, v_texcoord0).r);
else
base = texture2D(s_diffuseMap, v_texcoord0);
vec4 result = v_color0 * base;
#if defined(PIN_FOG)
result.rgb = mix(u_fogColor, result.rgb, saturate(v_texcoord1.x));
#endif
gl_FragColor = result;
}