Pixel-Composer/shaders/sh_mask/sh_mask.fsh

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//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform sampler2D mask;
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uniform int useMask;
uniform sampler2D original;
uniform sampler2D edited;
uniform float mixRatio;
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void main() {
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vec4 msk = texture2D( mask, v_vTexcoord );
vec4 ori = texture2D( original, v_vTexcoord );
vec4 edt = texture2D( edited, v_vTexcoord );
float rat = (useMask == 1? (msk.r + msk.g + msk.b) / 3. * msk.a : 1.) * mixRatio;
gl_FragColor = mix(ori, edt, clamp(rat, 0., 1.));
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}