mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-15 06:53:59 +01:00
60 lines
1.5 KiB
GLSL
60 lines
1.5 KiB
GLSL
//
|
|
// Simple passthrough fragment shader
|
|
//
|
|
varying vec2 v_vTexcoord;
|
|
varying vec4 v_vColour;
|
|
|
|
uniform vec2 dimension;
|
|
uniform int tile_type;
|
|
|
|
uniform int useMask;
|
|
uniform int preserveAlpha;
|
|
uniform sampler2D mask;
|
|
uniform sampler2D fore;
|
|
uniform float opacity;
|
|
|
|
float sampleMask() {
|
|
if(useMask == 0) return 1.;
|
|
vec4 m = texture2D( mask, v_vTexcoord );
|
|
return (m.r + m.g + m.b) / 3. * m.a;
|
|
}
|
|
|
|
vec3 rgb2hsv(vec3 c) {
|
|
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
|
|
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
|
|
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
|
|
|
|
float d = q.x - min(q.w, q.y);
|
|
float e = 0.0000000001;
|
|
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
|
|
}
|
|
|
|
vec3 hsv2rgb(vec3 c) {
|
|
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
|
|
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
|
|
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
|
|
}
|
|
|
|
void main() {
|
|
vec4 _col0 = texture2D( gm_BaseTexture, v_vTexcoord );
|
|
vec3 _hsv0 = rgb2hsv(_col0.rgb);
|
|
|
|
vec2 fore_tex = v_vTexcoord;
|
|
if(tile_type == 0)
|
|
fore_tex = v_vTexcoord;
|
|
else if(tile_type == 1)
|
|
fore_tex = fract(v_vTexcoord * dimension);
|
|
|
|
vec4 _col1 = texture2D( fore, fore_tex );
|
|
vec3 _hsv1 = rgb2hsv(_col1.rgb);
|
|
|
|
_hsv0.y = mix(_hsv0.y, _hsv1.y, _col1.a * opacity * sampleMask());
|
|
|
|
float al = _col1.a + _col0.a * (1. - _col1.a);
|
|
vec4 res = vec4(hsv2rgb(_hsv0), _col0.a);
|
|
res.rgb /= al;
|
|
res.a = preserveAlpha == 1? _col0.a : res.a;
|
|
|
|
gl_FragColor = res;
|
|
}
|