2023-01-17 08:11:55 +01:00
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//
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// Simple passthrough fragment shader
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//
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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2023-01-25 06:49:00 +01:00
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uniform sampler2D backg;
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2023-01-17 08:11:55 +01:00
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uniform sampler2D scene;
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uniform vec2 scnDimension;
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uniform vec2 camDimension;
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uniform vec2 position;
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uniform float zoom;
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uniform float blur;
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uniform int sampleMode;
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2023-01-25 06:49:00 +01:00
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vec4 sampleTexture(sampler2D samp, vec2 pos) {
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2023-01-17 08:11:55 +01:00
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if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.)
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2023-01-25 06:49:00 +01:00
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return texture2D(samp, pos);
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2023-01-17 08:11:55 +01:00
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if(sampleMode == 0)
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return vec4(0.);
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if(sampleMode == 1)
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2023-01-25 06:49:00 +01:00
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return texture2D(samp, clamp(pos, 0., 1.));
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2023-01-17 08:11:55 +01:00
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if(sampleMode == 2)
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2023-01-25 06:49:00 +01:00
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return texture2D(samp, fract(pos));
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2023-01-17 08:11:55 +01:00
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return vec4(0.);
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}
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void main() {
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vec2 pos = position + (v_vTexcoord - vec2(.5)) * (camDimension / scnDimension) * zoom;
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2023-01-25 06:49:00 +01:00
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vec4 _col0 = sampleTexture( scene, pos );
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vec4 _col1 = sampleTexture( backg, pos );
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float al = _col0.a + _col1.a * (1. - _col0.a);
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vec4 res = ((_col0 * _col0.a) + (_col1 * _col1.a * (1. - _col0.a))) / al;
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res.a = al;
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gl_FragColor = res;
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2023-01-17 08:11:55 +01:00
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}
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