// // Copyright 2013 Pixar // // Licensed under the Apache License, Version 2.0 (the "Apache License") // with the following modification; you may not use this file except in // compliance with the Apache License and the following modification to it: // Section 6. Trademarks. is deleted and replaced with: // // 6. Trademarks. This License does not grant permission to use the trade // names, trademarks, service marks, or product names of the Licensor // and its affiliates, except as required to comply with Section 4(c) of // the License and to reproduce the content of the NOTICE file. // // You may obtain a copy of the Apache License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the Apache License with the above modification is // distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY // KIND, either express or implied. See the Apache License for the specific // language governing permissions and limitations under the Apache License. // //-------------------------------------------------------------- // image vertex shader //-------------------------------------------------------------- #ifdef IMAGE_VERTEX_SHADER layout (location=0) in vec2 position; out vec2 outUV; void main() { outUV = vec2(position.xy*0.5) + vec2(0.5); gl_Position = vec4(position.x, position.y, 0, 1); } #endif //-------------------------------------------------------------- #ifdef IMAGE_FRAGMENT_SHADER uniform sampler2D colorMap; uniform sampler2D normalMap; uniform sampler2D depthMap; in vec2 outUV; out vec4 outColor; void main() { vec4 colorSample = texture(colorMap, outUV); //background color as a vertical grey ramp vec4 bgColor = vec4(mix(0.1, 0.5, sin(outUV.y*3.14159))); outColor = mix(bgColor, colorSample, colorSample.a); } #endif