Pixel-Composer/shaders/sh_threshold/sh_threshold.fsh

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//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
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uniform int bright;
uniform vec2 brightThreshold;
uniform int brightThresholdUseSurf;
uniform sampler2D brightThresholdSurf;
uniform float brightSmooth;
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uniform int alpha;
uniform vec2 alphaThreshold;
uniform int alphaThresholdUseSurf;
uniform sampler2D alphaThresholdSurf;
uniform float alphaSmooth;
float _step( in float threshold, in float val ) { return val < threshold? 0. : 1.; }
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void main() {
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float bri = brightThreshold.x;
if(brightThresholdUseSurf == 1) {
vec4 _vMap = texture2D( brightThresholdSurf, v_vTexcoord );
bri = mix(brightThreshold.x, brightThreshold.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
float alp = alphaThreshold.x;
if(alphaThresholdUseSurf == 1) {
vec4 _vMap = texture2D( alphaThresholdSurf, v_vTexcoord );
alp = mix(alphaThreshold.x, alphaThreshold.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
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vec4 col = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord );
if(bright == 1) {
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float bright = dot(col.rgb, vec3(0.2126, 0.7152, 0.0722));
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col.rgb = vec3(brightSmooth == 0.? _step(bri, bright) : smoothstep(bri - brightSmooth, bri + brightSmooth, bright));
}
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if(alpha == 1) {
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col.a = alphaSmooth == 0.? _step(alp, col.a) : smoothstep(alp - alphaSmooth, alp + alphaSmooth, col.a);
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}
gl_FragColor = col;
}