// // 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; } vec3 rgb2hsv(vec3 c) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 0.0000000001; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } void main() { vec4 _col0 = texture2D( gm_BaseTexture, v_vTexcoord ); vec3 _hsv0 = rgb2hsv(_col0.rgb); 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 ); vec3 _hsv1 = rgb2hsv(_col1.rgb); _hsv0.y = mix(_hsv0.y, _hsv1.y, _col1.a * opacity * sampleMask()); float al = _col1.a + _col0.a * (1. - _col1.a); vec4 res = vec4(hsv2rgb(_hsv0), _col0.a); res.rgb /= al; res.a = preserveAlpha == 1? _col0.a : res.a; gl_FragColor = res; }