mirror of
https://github.com/Relintai/pandemonium_demo_projects.git
synced 2024-12-23 14:06:50 +01:00
69 lines
2.4 KiB
Plaintext
69 lines
2.4 KiB
Plaintext
|
shader_type canvas_item;
|
||
|
render_mode unshaded;
|
||
|
|
||
|
uniform vec2 viewport_size; // size in pixels of the viewport. Cannot be access from the shader in GLES2
|
||
|
uniform sampler2D viewport1 : hint_albedo;
|
||
|
uniform sampler2D viewport2 : hint_albedo;
|
||
|
uniform bool split_active; // true: split screen, false: use view1
|
||
|
uniform vec2 player1_position; // position of player 1 un UV coordinates
|
||
|
uniform vec2 player2_position; // position of player 2 un UV coordinates
|
||
|
uniform float split_line_thickness; // width of the split boder
|
||
|
uniform vec4 split_line_color; // color of the split border
|
||
|
|
||
|
|
||
|
// from https://stackoverflow.com/questions/15276454/is-it-possible-to-draw-line-thickness-in-a-fragment-shader
|
||
|
float distanceToLine(vec2 p1, vec2 p2, vec2 point) {
|
||
|
float a = p1.y - p2.y;
|
||
|
float b = p2.x - p1.x;
|
||
|
return abs(a * point.x + b * point.y + p1.x * p2.y - p2.x * p1.y) / sqrt(a * a + b * b);
|
||
|
}
|
||
|
|
||
|
void fragment() {
|
||
|
vec3 view1 = texture(viewport1, UV).rgb;
|
||
|
vec3 view2 = texture(viewport2, UV).rgb;
|
||
|
|
||
|
float width = viewport_size.x;
|
||
|
float height = viewport_size.y;
|
||
|
|
||
|
if (split_active) {
|
||
|
vec2 dx = player2_position - player1_position;
|
||
|
float split_slope;
|
||
|
|
||
|
if (dx.y != 0.0) {
|
||
|
split_slope = dx.x / dx.y;
|
||
|
} else {
|
||
|
split_slope = 100000.0; // High value (vertical split) if dx.y = 0
|
||
|
}
|
||
|
|
||
|
vec2 split_origin = vec2(0.5, 0.5);
|
||
|
vec2 split_line_start = vec2(0.0, height * ((split_origin.x - 0.0) * split_slope + split_origin.y));
|
||
|
vec2 split_line_end = vec2(width, height * ((split_origin.x - 1.0) * split_slope + split_origin.y));
|
||
|
float distance_to_split_line = distanceToLine(split_line_start, split_line_end, vec2(UV.x * width, UV.y * height));
|
||
|
|
||
|
// Draw split border if close enough
|
||
|
if (distance_to_split_line < split_line_thickness) {
|
||
|
COLOR = split_line_color;
|
||
|
} else {
|
||
|
float split_current_y = (split_origin.x - UV.x) * split_slope + split_origin.y;
|
||
|
float split_player1_position_y = (split_origin.x - player1_position.x) * split_slope + split_origin.y;
|
||
|
|
||
|
// Check on which side of the split UV is and select the proper view
|
||
|
if (UV.y > split_current_y) {
|
||
|
if (player1_position.y > split_player1_position_y) {
|
||
|
COLOR = vec4(view1, 1.0);
|
||
|
} else {
|
||
|
COLOR = vec4(view2, 1.0);
|
||
|
}
|
||
|
} else {
|
||
|
if (player1_position.y < split_player1_position_y) {
|
||
|
COLOR = vec4(view1, 1.0);
|
||
|
} else {
|
||
|
COLOR = vec4(view2, 1.0);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
} else {
|
||
|
COLOR = vec4(view1, 1.0);
|
||
|
}
|
||
|
}
|