mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
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59 lines
1.6 KiB
GLSL
59 lines
1.6 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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{
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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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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform int mode;
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uniform sampler2D samplerR;
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uniform sampler2D samplerG;
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uniform sampler2D samplerB;
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uniform sampler2D samplerA;
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uniform int useR;
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uniform int useG;
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uniform int useB;
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uniform int useA;
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uniform vec2 base;
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uniform int baseUseSurf;
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uniform sampler2D baseSurf;
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float sample(vec4 col, int ch) {
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if(mode == 0) return (col[0] + col[1] + col[2]) / 3. * col[3];
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return col[ch];
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}
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void main() {
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float bse = base.x;
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if(baseUseSurf == 1) {
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vec4 _vMap = texture2D( baseSurf, v_vTexcoord );
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bse = mix(base.x, base.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
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}
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float r = (useR == 1)? sample(texture2D( samplerR, v_vTexcoord ), 0) : bse;
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float g = (useG == 1)? sample(texture2D( samplerG, v_vTexcoord ), 1) : bse;
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float b = (useB == 1)? sample(texture2D( samplerB, v_vTexcoord ), 2) : bse;
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float a = (useA == 1)? sample(texture2D( samplerA, v_vTexcoord ), 3) : 1.;
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gl_FragColor = vec4(r, g, b, a);
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}
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