Pixel-Composer/shaders/sh_camera/sh_camera.fsh

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//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
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uniform sampler2D backg;
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uniform sampler2D scene;
uniform vec2 scnDimension;
uniform vec2 camDimension;
uniform vec2 position;
uniform float zoom;
uniform float blur;
uniform int sampleMode;
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uniform int fixBG;
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vec4 sampleTexture(sampler2D samp, vec2 pos) {
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if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.)
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return texture2D(samp, pos);
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if(sampleMode == 0)
return vec4(0.);
if(sampleMode == 1)
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return texture2D(samp, clamp(pos, 0., 1.));
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if(sampleMode == 2)
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return texture2D(samp, fract(pos));
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return vec4(0.);
}
void main() {
vec2 pos = position + (v_vTexcoord - vec2(.5)) * (camDimension / scnDimension) * zoom;
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vec4 _col0 = sampleTexture( scene, pos );
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vec4 _col1 = sampleTexture( backg, fixBG == 1? v_vTexcoord - position + vec2(.5) : pos );
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float al = _col0.a + _col1.a * (1. - _col0.a);
vec4 res = ((_col0 * _col0.a) + (_col1 * _col1.a * (1. - _col0.a))) / al;
res.a = al;
gl_FragColor = res;
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}