mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-14 06:23:55 +01:00
42 lines
1.0 KiB
GLSL
42 lines
1.0 KiB
GLSL
//
|
|
// Simple passthrough fragment shader
|
|
//
|
|
varying vec2 v_vTexcoord;
|
|
varying vec4 v_vColour;
|
|
|
|
uniform sampler2D backg;
|
|
uniform sampler2D scene;
|
|
uniform vec2 scnDimension;
|
|
uniform vec2 camDimension;
|
|
uniform vec2 position;
|
|
uniform float zoom;
|
|
uniform float blur;
|
|
uniform int sampleMode;
|
|
uniform int fixBG;
|
|
|
|
vec4 sampleTexture(sampler2D samp, vec2 pos) {
|
|
if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.)
|
|
return texture2D(samp, pos);
|
|
|
|
if(sampleMode == 0)
|
|
return vec4(0.);
|
|
if(sampleMode == 1)
|
|
return texture2D(samp, clamp(pos, 0., 1.));
|
|
if(sampleMode == 2)
|
|
return texture2D(samp, fract(pos));
|
|
|
|
return vec4(0.);
|
|
}
|
|
|
|
void main() {
|
|
vec2 pos = position + (v_vTexcoord - vec2(.5)) * (camDimension / scnDimension) * zoom;
|
|
vec4 _col0 = sampleTexture( scene, pos );
|
|
vec4 _col1 = sampleTexture( backg, fixBG == 1? v_vTexcoord - position + vec2(.5) : pos );
|
|
|
|
float al = _col0.a + _col1.a * (1. - _col0.a);
|
|
vec4 res = ((_col0 * _col0.a) + (_col1 * _col1.a * (1. - _col0.a))) / al;
|
|
res.a = al;
|
|
|
|
gl_FragColor = res;
|
|
}
|