Pixel-Composer/build/Windows/0/cache/sh_blend_normal.shader

61 lines
1.5 KiB
Text
Raw Normal View History

//
// Simple passthrough vertex shader
//
attribute vec3 in_Position; // (x,y,z)
//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
attribute vec4 in_Colour; // (r,g,b,a)
attribute vec2 in_TextureCoord; // (u,v)
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
void main() {
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
v_vColour = in_Colour;
v_vTexcoord = in_TextureCoord;
}
//######################_==_YOYO_SHADER_MARKER_==_######################@~
//
// 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;
}
void main() {
vec4 _cBg = 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 _cFg = texture2D( fore, fore_tex );
_cFg.a *= opacity * sampleMask();
float al = _cFg.a + _cBg.a * (1. - _cFg.a);
vec4 res = ((_cFg * _cFg.a) + (_cBg * _cBg.a * (1. - _cFg.a))) / al;
res.a = al;
gl_FragColor = res;
}