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

65 lines
1.3 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_==_######################@~
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform int drawLayer;
uniform int eraser;
uniform vec4 channels;
uniform vec4 pickColor;
uniform float alpha;
uniform sampler2D back;
uniform sampler2D fore;
void main() {
vec4 bc = texture2D( back, v_vTexcoord );
vec4 fc = texture2D( fore, v_vTexcoord );
fc *= channels;
fc.a *= alpha;
if(eraser == 1) {
bc -= fc;
gl_FragColor = bc;
return;
}
gl_FragColor = bc;
if(drawLayer == 1) {
vec4 temp = fc;
fc = bc;
bc = temp;
}
if(drawLayer == 2) {
if(bc != pickColor) return;
}
float al = fc.a + bc.a * (1. - fc.a);
vec4 res = ((fc * fc.a) + (bc * bc.a * (1. - fc.a))) / al;
res.a = al;
gl_FragColor = res;
}