Pixel-Composer/shaders/sh_draw_surface/sh_draw_surface.fsh

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2023-12-15 12:56:36 +01:00
//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform sampler2D fore;
uniform vec2 dimension;
uniform vec2 fdimension;
uniform vec2 position;
void main() {
vec2 px = v_vTexcoord * dimension;
vec2 fpx = px - position;
vec2 ftx = fpx / fdimension;
vec4 _cBg = texture2D( gm_BaseTexture, v_vTexcoord );
if(ftx.x < 0. || ftx.y < 0. || ftx.x > 1. || ftx.y > 1.) {
gl_FragColor = _cBg;
return;
}
vec4 _cFg = texture2D( fore, ftx );
float al = _cFg.a + _cBg.a * (1. - _cFg.a);
vec4 res = (_cFg * _cFg.a) + (_cBg * _cBg.a * (1. - _cFg.a));
res = vec4(res.rgb / al, al);
gl_FragColor = res;
}