2d map, physics, and vptree implementation for sv
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#version 150
precision highp float;
uniform sampler2DRect tex0; // Your FBO texture (RGB FBO)
uniform float texW; // FBO texture width
uniform float texH; // FBO texture height
out vec4 fragColor; // Output color
in vec2 varyingtexcoord;
void main() {
float threshold = 0.7;
float depth = texture(tex0, varyingtexcoord).r;
// Determine which quadrant we're in
int quadrantX = int(varyingtexcoord.x / (256.0 / 2.0));
int quadrantY = int(varyingtexcoord.y / (336.0 / 2.0));
int quadrant = quadrantY * 2 + quadrantX;
vec3 baseColor;
vec3 mixColor = vec3(0.0); // White for mixing in all quadrants
// Choose base color based on quadrant
if (quadrant == 0) {
baseColor = vec3(1.0, 1.0, 1.0); // Red for bottom-left
} else if (quadrant == 1) {
baseColor = vec3(1.0, 1.0, 1.0); // Green for bottom-right
} else if (quadrant == 2) {
baseColor = vec3(1.0, 1.0, 1.0); // Blue for top-left
} else {
baseColor = vec3(1.0, 1.0, 1.0); // White for top-right
}
// Mix the base color with white based on the depth
vec3 color = mix(mixColor, baseColor, depth);
fragColor = vec4(color, 1.0);
}