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Transparency improvements (#680)

* add limit change with brush

* Delete Draw.gd

* Delete BaseTool.gd

* added error calculation

* revert last commit

* Error calculations

* Update UITransparency.gdshader

* Update UITransparency.gdshader

* Update UITransparency.gdshader

* used "screen_uv" instead of "UV"
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Variable 2022-04-27 22:03:56 +01:00 committed by GitHub
parent b9a841a360
commit 252e93cc9c
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@ -5,15 +5,17 @@ uniform float alpha = 0.0;
uniform vec2 screen_resolution = vec2(1280, 720);
uniform vec2 position = vec2(100.0, 100.0);
uniform vec2 size = vec2(100.0, 100.0);
//1280, 720
void fragment(){
if (
UV.x >= (position.x)/(screen_resolution.x) && UV.y >= (position.y)/(screen_resolution.y)
&&
UV.x <= (position.x + size.x)/(screen_resolution.x) && UV.y <= (position.y + size.y)/(screen_resolution.y)
SCREEN_UV.x >= (position.x)/(screen_resolution.x)
&& (1.0 - SCREEN_UV.y) >= (position.y)/(screen_resolution.y)
&& SCREEN_UV.x <= (position.x + size.x)/(screen_resolution.x)
&& (1.0 - SCREEN_UV.y) <= (position.y + size.y)/(screen_resolution.y)
){
COLOR.a = alpha;
}
}
}