mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 04:35:24 +01:00
40 lines
1.1 KiB
GLSL
40 lines
1.1 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 blend;
|
|
uniform vec4 color;
|
|
uniform sampler2D mask;
|
|
|
|
void main() {
|
|
vec4 red = vec4(1., 0., 0., 1.);
|
|
vec4 col = texture2D( gm_BaseTexture, v_vTexcoord );
|
|
vec4 msk = texture2D( mask, v_vTexcoord );
|
|
|
|
gl_FragColor = col;
|
|
if(msk != red) return;
|
|
|
|
if(blend == 0) gl_FragColor = color;
|
|
else if(blend == 1) gl_FragColor = color * col;
|
|
}
|
|
|