Pixel-Composer/shaders/sh_combine_rgb/sh_combine_rgb.fsh
2023-01-01 08:06:02 +07:00

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);
}