// // 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 ); _col0.rgb *= _col0.a; 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(); _col1.rgb *= _col1.a; vec4 blend = _col0 - _col1; float po = preserveAlpha == 1? _col1.a : opacity; float al = _col1.a + _col0.a * (1. - _col1.a); vec4 res = mix(_col0, blend, po); res.rgb /= al; res.a = preserveAlpha == 1? _col0.a : res.a; gl_FragColor = res; }