mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-27 07:26:33 +01:00
34 lines
651 B
GLSL
34 lines
651 B
GLSL
//
|
|
// Simple passthrough fragment shader
|
|
//
|
|
varying vec2 v_vTexcoord;
|
|
varying vec4 v_vColour;
|
|
|
|
uniform int useA;
|
|
uniform int mode;
|
|
uniform sampler2D samR, samG, samB, samA;
|
|
|
|
float samC(vec4 col, int ch) {
|
|
if(mode == 0)
|
|
return (col[0] + col[1] + col[2]) / 3.;
|
|
|
|
return col[ch];
|
|
}
|
|
|
|
void main() {
|
|
vec4 _r = texture2D( samR, v_vTexcoord );
|
|
vec4 _g = texture2D( samG, v_vTexcoord );
|
|
vec4 _b = texture2D( samB, v_vTexcoord );
|
|
|
|
float r = samC(_r, 0);
|
|
float g = samC(_g, 1);
|
|
float b = samC(_b, 2);
|
|
float a = 1.;
|
|
|
|
if(useA == 1) {
|
|
vec4 _a = texture2D( samA, v_vTexcoord );
|
|
a = samC(_a, 3);
|
|
}
|
|
|
|
gl_FragColor = vec4(r, g, b, a);
|
|
}
|