17 lines
411 B
GLSL
17 lines
411 B
GLSL
#pragma header
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// Used in difficulty screen
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uniform vec4 clipRect;
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bool boxCollision(vec2 pixel, vec4 rect) {
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return (pixel.x >= rect.x) && (pixel.x < rect.x + rect.z) && (pixel.y >= rect.y) && (pixel.y < rect.y + rect.w);
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}
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void main()
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{
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vec2 pixel = gl_FragCoord.xy;
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if (boxCollision(pixel, clipRect)) gl_FragColor = flixel_texture2D(bitmap, openfl_TextureCoordv.xy);
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else gl_FragColor = vec4(0.0);
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} |