Pixel-Composer/build/Windows/0/cache/sh_blend_add.shader

63 lines
1.6 KiB
GLSL

//
// 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 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 );
_col0.rgb *= _col0.a;
vec2 _frtx = tile_type == 1? fract(v_vTexcoord * dimension) : v_vTexcoord;
vec4 _col1 = texture2D( fore, _frtx );
_col1.a *= opacity * sampleMask();
_col1.rgb *= _col1.a;
float al = _col1.a + _col0.a * (1. - _col1.a);
/////////////////////////////////////////////////
vec4 res = _col0 + _col1;
/////////////////////////////////////////////////
res.rgb /= al;
res.a = preserveAlpha == 1? _col0.a : res.a;
gl_FragColor = res;
}