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

68 lines
2 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_==_######################@~
//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform int bright;
uniform vec2 brightThreshold;
uniform int brightThresholdUseSurf;
uniform sampler2D brightThresholdSurf;
uniform float brightSmooth;
uniform int alpha;
uniform vec2 alphaThreshold;
uniform int alphaThresholdUseSurf;
uniform sampler2D alphaThresholdSurf;
uniform float alphaSmooth;
float _step( in float threshold, in float val ) { return val < threshold? 0. : 1.; }
void main() {
float bri = brightThreshold.x;
if(brightThresholdUseSurf == 1) {
vec4 _vMap = texture2D( brightThresholdSurf, v_vTexcoord );
bri = mix(brightThreshold.x, brightThreshold.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
float alp = alphaThreshold.x;
if(alphaThresholdUseSurf == 1) {
vec4 _vMap = texture2D( alphaThresholdSurf, v_vTexcoord );
alp = mix(alphaThreshold.x, alphaThreshold.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
vec4 col = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord );
if(bright == 1) {
float bright = dot(col.rgb, vec3(0.2126, 0.7152, 0.0722));
col.rgb = vec3(brightSmooth == 0.? _step(bri, bright) : smoothstep(bri - brightSmooth, bri + brightSmooth, bright));
}
if(alpha == 1) {
col.a = alphaSmooth == 0.? _step(alp, col.a) : smoothstep(alp - alphaSmooth, alp + alphaSmooth, col.a);
}
gl_FragColor = col;
}