2022-01-13 05:24:03 +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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uniform vec2 dimension;
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uniform int tile_type;
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uniform int useMask;
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2023-02-14 05:32:32 +01:00
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uniform int preserveAlpha;
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2022-01-13 05:24:03 +01:00
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uniform sampler2D mask;
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uniform sampler2D fore;
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uniform float opacity;
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2023-01-01 02:06:02 +01:00
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float sampleMask() {
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if(useMask == 0) return 1.;
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vec4 m = texture2D( mask, v_vTexcoord );
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return (m.r + m.g + m.b) / 3. * m.a;
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}
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2022-01-13 05:24:03 +01:00
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void main() {
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vec4 _col0 = texture2D( gm_BaseTexture, v_vTexcoord );
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[Blend, Composite] Add blends modes: color burn. linear burn, color dodge, linear dodge, soft light, hard light, vivid light, linear light, pin light, exclusion, divide.
2024-10-05 09:27:38 +02:00
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vec2 _frtx = tile_type == 1? fract(v_vTexcoord * dimension) : v_vTexcoord;
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vec4 _col1 = texture2D( fore, _frtx );
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2022-01-13 05:24:03 +01:00
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[Blend, Composite] Add blends modes: color burn. linear burn, color dodge, linear dodge, soft light, hard light, vivid light, linear light, pin light, exclusion, divide.
2024-10-05 09:27:38 +02:00
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float o = opacity * sampleMask();
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2023-01-01 02:06:02 +01:00
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2022-01-13 05:24:03 +01:00
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_col1.a *= o;
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_col1.rgb *= _col1.a;
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2023-05-16 21:28:16 +02:00
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vec4 blend = vec4(1.) - (vec4(1.) - _col0) * (vec4(1.) - _col1);
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float po = preserveAlpha == 1? _col1.a : opacity;
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2023-09-19 12:53:24 +02:00
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float al = _col1.a + _col0.a * (1. - _col1.a);
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2023-05-16 21:28:16 +02:00
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vec4 res = mix(_col0, blend, po);
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2023-09-19 12:53:24 +02:00
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res.rgb /= al;
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res.a = preserveAlpha == 1? _col0.a : res.a;
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2022-01-13 05:24:03 +01:00
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gl_FragColor = res;
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}
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