mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 04:35:24 +01:00
67 lines
1.9 KiB
GLSL
67 lines
1.9 KiB
GLSL
//
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// Simple passthrough vertex shader
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//
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attribute vec3 in_Position; // (x,y,z)
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//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
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attribute vec4 in_Colour; // (r,g,b,a)
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attribute vec2 in_TextureCoord; // (u,v)
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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void main() {
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vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
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gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
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v_vColour = in_Colour;
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v_vTexcoord = in_TextureCoord;
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}
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//######################_==_YOYO_SHADER_MARKER_==_######################@~
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//
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// Simple passthrough fragment shader
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//
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform vec2 dimension;
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uniform int tile_type;
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uniform int useMask;
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uniform int preserveAlpha;
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uniform sampler2D mask;
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uniform sampler2D fore;
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uniform float opacity;
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float sampleMask() {
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if(useMask == 0) return 1.;
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vec4 m = texture2D( mask, v_vTexcoord );
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return (m.r + m.g + m.b) / 3. * m.a;
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}
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void main() {
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vec4 _col0 = texture2D( gm_BaseTexture, v_vTexcoord );
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vec2 _frtx = tile_type == 1? fract(v_vTexcoord * dimension) : v_vTexcoord;
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vec4 _col1 = texture2D( fore, _frtx );
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_col1.a *= opacity * sampleMask();
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vec4 base = _col0 * (1. - opacity);
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////
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float lum = dot(_col1.rgb, vec3(0.2126, 0.7152, 0.0722));
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vec4 blend = lum > .5? _col0 + (2. * (_col1 - .5)) : _col0 + (2. * _col1 - 1.);
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////
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vec4 mx = base + blend * opacity;
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float po = preserveAlpha == 1? _col1.a : opacity;
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float al = _col1.a + _col0.a * (1. - _col1.a);
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vec4 res = mix(_col0, mx, po);
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res.rgb /= al;
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res.a = preserveAlpha == 1? _col0.a : res.a;
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gl_FragColor = res;
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}
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