mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
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65 lines
1.3 KiB
GLSL
65 lines
1.3 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 drawLayer;
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uniform int eraser;
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uniform vec4 channels;
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uniform vec4 pickColor;
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uniform float alpha;
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uniform sampler2D back;
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uniform sampler2D fore;
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void main() {
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vec4 bc = texture2D( back, v_vTexcoord );
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vec4 fc = texture2D( fore, v_vTexcoord );
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fc *= channels;
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fc.a *= alpha;
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if(eraser == 1) {
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bc -= fc;
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gl_FragColor = bc;
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return;
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}
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gl_FragColor = bc;
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if(drawLayer == 1) {
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vec4 temp = fc;
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fc = bc;
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bc = temp;
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}
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if(drawLayer == 2) {
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if(bc != pickColor) return;
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}
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float al = fc.a + bc.a * (1. - fc.a);
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vec4 res = ((fc * fc.a) + (bc * bc.a * (1. - fc.a))) / al;
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res.a = al;
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gl_FragColor = res;
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}
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