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

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;
}