// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform int mode; uniform sampler2D samplerR; uniform sampler2D samplerG; uniform sampler2D samplerB; uniform sampler2D samplerA; uniform int useR; uniform int useG; uniform int useB; uniform int useA; uniform vec2 base; uniform int baseUseSurf; uniform sampler2D baseSurf; float sample(vec4 col, int ch) { if(mode == 0) return (col[0] + col[1] + col[2]) / 3. * col[3]; return col[ch]; } void main() { float bse = base.x; if(baseUseSurf == 1) { vec4 _vMap = texture2D( baseSurf, v_vTexcoord ); bse = mix(base.x, base.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } float r = (useR == 1)? sample(texture2D( samplerR, v_vTexcoord ), 0) : bse; float g = (useG == 1)? sample(texture2D( samplerG, v_vTexcoord ), 1) : bse; float b = (useB == 1)? sample(texture2D( samplerB, v_vTexcoord ), 2) : bse; float a = (useA == 1)? sample(texture2D( samplerA, v_vTexcoord ), 3) : 1.; gl_FragColor = vec4(r, g, b, a); }