// // Simple passthrough vertex shader // attribute vec3 in_Position; // (x,y,z) //attribute vec3 in_Normal; // (x,y,z) unused in this shader. attribute vec4 in_Colour; // (r,g,b,a) attribute vec2 in_TextureCoord; // (u,v) varying vec2 v_vTexcoord; varying vec4 v_vColour; void main() { vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0); gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos; v_vColour = in_Colour; v_vTexcoord = in_TextureCoord; } //######################_==_YOYO_SHADER_MARKER_==_######################@~ // // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform sampler2D mask; uniform int useMask; uniform int invMask; uniform sampler2D original; uniform sampler2D edited; uniform float mixRatio; void main() { vec4 msk = texture2D( mask, v_vTexcoord ); vec4 ori = texture2D( original, v_vTexcoord ); vec4 edt = texture2D( edited, v_vTexcoord ); float mskAmo = (msk.r + msk.g + msk.b) / 3. * msk.a; if(invMask == 1) mskAmo = 1. - mskAmo; float rat = (useMask == 1? mskAmo : 1.) * mixRatio; rat = clamp(rat, 0., 1.); gl_FragColor = mix(ori, edt, rat); if(ori.a == 0.) gl_FragColor.rgb = edt.rgb; if(edt.a == 0.) gl_FragColor.rgb = ori.rgb; }