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

51 lines
1.4 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 mode;
uniform sampler2D samplerR;
uniform sampler2D samplerG;
uniform sampler2D samplerB;
uniform sampler2D samplerA;
uniform int useR;
uniform int useG;
uniform int useB;
uniform int useA;
float sample(vec4 col, int ch) {
if(mode == 0) return (col[0] + col[1] + col[2]) / 3. * col[3];
return col[ch];
}
void main() {
vec4 base = texture2D( gm_BaseTexture, v_vTexcoord );
float r = useR == 1? sample(texture2D( samplerR, v_vTexcoord ), 0) : base.r;
float g = useG == 1? sample(texture2D( samplerG, v_vTexcoord ), 1) : base.g;
float b = useB == 1? sample(texture2D( samplerB, v_vTexcoord ), 2) : base.b;
float a = useA == 1? sample(texture2D( samplerA, v_vTexcoord ), 3) : base.a;
gl_FragColor = vec4(r, g, b, a);
}