2018-11-23 01:13:02 +01:00
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LC_PIXEL_INPUT vec3 PixelNormal;
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LC_PIXEL_OUTPUT
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2019-01-22 01:54:10 +01:00
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uniform mediump vec4 HighlightParams[5];
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2018-11-23 01:13:02 +01:00
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uniform samplerCube Texture;
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void main()
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{
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LC_SHADER_PRECISION float TexelAlpha = textureCube(Texture, PixelNormal).a;
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2019-01-20 05:04:08 +01:00
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LC_SHADER_PRECISION float Distance = length(vec3(HighlightParams[0]) - PixelNormal);
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LC_SHADER_PRECISION float Highlight = step(Distance, HighlightParams[0].w);
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2019-01-22 01:54:10 +01:00
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2019-01-22 23:34:44 +01:00
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gl_FragColor = mix(mix(HighlightParams[2], HighlightParams[3], Highlight), HighlightParams[1], TexelAlpha);
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2018-11-23 01:13:02 +01:00
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}
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