Pixel-Composer/shaders/sh_blend_screen/sh_blend_screen.fsh

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2022-01-13 05:24:03 +01:00
//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform int tile_type;
uniform int useMask;
uniform sampler2D mask;
uniform sampler2D fore;
uniform float opacity;
void main() {
vec4 _col0 = 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 _col1 = texture2D( fore, fore_tex );
float o = opacity;
if(useMask == 1) {
vec3 m = texture2D( mask, v_vTexcoord ).rgb;
o *= (m.r + m.g + m.b) / 3.;
}
_col1.a *= o;
_col1.rgb *= _col1.a;
vec4 res = vec4(1.) - (vec4(1.) - _col0) * (vec4(1.) - _col1);
gl_FragColor = res;
}