// Copyright 2020 The Ebiten Authors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. //go:build ignore //kage:unit pixels package main var Damaged int const HP float = 0 func Fragment(_ vec4, texCoord vec2, _ vec4) vec4 { wallpx := imageSrc0At(texCoord) // A pixel from the wall tile mask := imageSrc1At(texCoord) // A pixel from the damage mask image if Damaged == 1 && (wallpx.a != 0.0 && mask.a != 0.0) { alpha := clamp(HP+(1.0-mask.a), 0.0, 1.0) // Create a darker pixel if it's inside a damage mask. return vec4(wallpx.r*alpha, wallpx.g*alpha, wallpx.b*alpha, wallpx.a) } return wallpx // Otherwise, leave a pixel color as is }