mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 04:35:24 +01:00
58 lines
1.6 KiB
GLSL
58 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 vec2 middle;
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uniform int middleUseSurf;
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uniform sampler2D middleSurf;
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uniform vec2 range;
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uniform int rangeUseSurf;
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uniform sampler2D rangeSurf;
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uniform int keep;
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void main() {
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float mid = middle.x;
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if(middleUseSurf == 1) {
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vec4 _vMap = texture2D( middleSurf, v_vTexcoord );
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mid = mix(middle.x, middle.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
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}
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float rng = range.x;
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if(rangeUseSurf == 1) {
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vec4 _vMap = texture2D( rangeSurf, v_vTexcoord );
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rng = mix(range.x, range.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
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}
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vec4 col = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord );
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float bright = dot(col.rgb, vec3(0.2126, 0.7152, 0.0722));
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if(bright > mid + rng || bright < mid - rng)
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gl_FragColor = vec4(vec3(0.), col.a);
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else if(keep == 0)
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gl_FragColor = vec4(vec3(1.), col.a);
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else
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gl_FragColor = vec4(vec3(bright), col.a);
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}
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