// Cyrille Henry 2008 #extension GL_ARB_texture_rectangle : enable uniform sampler2DRect texture; uniform float K2, K; vec2 pos_(vec2 V, float x, float y) { V += vec2(x,y); return(max(min(V,vec2(91.,63.)),vec2(0.))); } void main (void) { vec2 pos = gl_TexCoord[0].st * vec2(90.,62.)/256. ; vec4 color1 = texture2DRect(texture,pos_(pos,-1./256.,-1./256.)); vec4 color2 = texture2DRect(texture,pos_(pos, 0./256.,-1./256.)); vec4 color3 = texture2DRect(texture,pos_(pos, 1./256.,-1./256.)); vec4 color4 = texture2DRect(texture,pos_(pos,-1./256., 0./256.)); vec4 color5 = texture2DRect(texture,pos_(pos, 0./256., 0./256.)); vec4 color6 = texture2DRect(texture,pos_(pos, 1./256., 0./256.)); vec4 color7 = texture2DRect(texture,pos_(pos,-1./256., 1./256.)); vec4 color8 = texture2DRect(texture,pos_(pos, 0./256., 1./256.)); vec4 color9 = texture2DRect(texture,pos_(pos, 1./256., 1./256.)); vec4 colorBG = color1 + color2 + color4 + color5; vec4 colorBD = color3 + color2 + color6 + color5; vec4 colorHG = color4 + color5 + color7 + color8; vec4 colorHD = color5 + color6 + color8 + color9; vec2 fract_pos = (fract(pos)); vec4 XB = mix(colorBG,colorBD,fract_pos.x); vec4 XH = mix(colorHG,colorHD,fract_pos.x); vec4 X = mix(XB,XH,fract_pos.y) / 4.; X -= vec4(0.5); X.xyz = normalize(X.xyz); if(gl_FrontFacing) {X *= -1.;} float tmp = dot(X.xyz,normalize(vec3(0.,1.,1.))); tmp = -tmp; tmp = max(0.,tmp) + 0.3 * min(0.,tmp); tmp = 0.1 + 0.9 * tmp; vec4 color = tmp * vec4(1,0.95,0.9,1); color.a = smoothstep(0.75,1.,pos.x); gl_FragColor = color; }