mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-27 07:26:33 +01:00
45 lines
1.1 KiB
GLSL
45 lines
1.1 KiB
GLSL
//
|
|
// 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? (1. - (1. - 2. * (_col1 - 0.5)) * (1. - _col0)) : ((2. * _col1) * _col0);
|
|
|
|
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;
|
|
}
|