Pixel-Composer/shaders/sh_blend_screen/sh_blend_screen.fsh

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//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform int tile_type;
uniform int useMask;
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uniform int preserveAlpha;
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uniform sampler2D mask;
uniform sampler2D fore;
uniform float opacity;
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float sampleMask() {
if(useMask == 0) return 1.;
vec4 m = texture2D( mask, v_vTexcoord );
return (m.r + m.g + m.b) / 3. * m.a;
}
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void main() {
vec4 _col0 = texture2D( gm_BaseTexture, v_vTexcoord );
vec2 fore_tex = v_vTexcoord;
if(tile_type == 0) {
fore_tex = v_vTexcoord;
} else if(tile_type == 1) {
fore_tex = fract(v_vTexcoord * dimension);
}
vec4 _col1 = texture2D( fore, fore_tex );
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float o = opacity * sampleMask();
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_col1.a *= o;
_col1.rgb *= _col1.a;
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vec4 blend = vec4(1.) - (vec4(1.) - _col0) * (vec4(1.) - _col1);
float po = preserveAlpha == 1? _col1.a : opacity;
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float al = _col1.a + _col0.a * (1. - _col1.a);
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vec4 res = mix(_col0, blend, po);
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res.rgb /= al;
res.a = preserveAlpha == 1? _col0.a : res.a;
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gl_FragColor = res;
}