// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform int tile_type; uniform int useMask; uniform int preserveAlpha; uniform sampler2D mask; uniform sampler2D fore; uniform float opacity; float sampleMask() { if(useMask == 0) return 1.; vec4 m = texture2D( mask, v_vTexcoord ); return (m.r + m.g + m.b) / 3. * m.a; } 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 ); _col1.a *= opacity * sampleMask(); float lum = dot(_col1.rgb, vec3(0.2126, 0.7152, 0.0722)); vec4 blend = lum > 0.5? (vec4(1.) - (vec4(1.) - _col0) * (vec4(1.) - _col1) * 2.) : (_col0 * _col1 * 2.); float po = preserveAlpha == 1? _col1.a : opacity; vec4 res = mix(_col0, blend, po); if(preserveAlpha == 1) res.a = _col0.a; gl_FragColor = res; }