mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 12:45:17 +01:00
52 lines
1.3 KiB
Text
52 lines
1.3 KiB
Text
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//
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// Simple passthrough vertex shader
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//
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attribute vec3 in_Position; // (x,y,z)
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//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
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attribute vec4 in_Colour; // (r,g,b,a)
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attribute vec2 in_TextureCoord; // (u,v)
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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void main()
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{
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vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
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gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
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v_vColour = in_Colour;
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v_vTexcoord = in_TextureCoord;
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}
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//######################_==_YOYO_SHADER_MARKER_==_######################@~
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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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uniform sampler2D mask;
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uniform int useMask;
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uniform int invMask;
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uniform sampler2D original;
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uniform sampler2D edited;
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uniform float mixRatio;
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void main() {
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vec4 msk = texture2D( mask, v_vTexcoord );
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vec4 ori = texture2D( original, v_vTexcoord );
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vec4 edt = texture2D( edited, v_vTexcoord );
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float mskAmo = (msk.r + msk.g + msk.b) / 3. * msk.a;
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if(invMask == 1) mskAmo = 1. - mskAmo;
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float rat = (useMask == 1? mskAmo : 1.) * mixRatio;
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rat = clamp(rat, 0., 1.);
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gl_FragColor = mix(ori, edt, rat);
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if(ori.a == 0.) gl_FragColor.rgb = edt.rgb;
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if(edt.a == 0.) gl_FragColor.rgb = ori.rgb;
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}
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