Pixel-Composer/shaders/sh_blend_sat/sh_blend_sat.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;
uniform int preserveAlpha;
uniform sampler2D mask;
uniform sampler2D fore;
uniform float opacity;
float sampleMask() {
if(useMask == 0) return 1.;
vec4 m = texture2D( mask, v_vTexcoord );
return (m.r + m.g + m.b) / 3. * m.a;
}
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 0.0000000001;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
void main() {
vec4 _col0 = texture2D( gm_BaseTexture, v_vTexcoord );
vec3 _hsv0 = rgb2hsv(_col0.rgb);
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 );
vec3 _hsv1 = rgb2hsv(_col1.rgb);
_hsv0.y = mix(_hsv0.y, _hsv1.y, _col1.a * opacity * sampleMask());
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float al = _col1.a + _col0.a * (1. - _col1.a);
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vec4 res = vec4(hsv2rgb(_hsv0), _col0.a);
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res.rgb /= al;
res.a = preserveAlpha == 1? _col0.a : res.a;
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gl_FragColor = res;
}