mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-30 17:06:27 +01:00
59 lines
1.5 KiB
GLSL
59 lines
1.5 KiB
GLSL
//
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// Simple passthrough fragment shader
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//
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform vec2 dimension;
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uniform int tile_type;
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uniform int useMask;
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uniform int preserveAlpha;
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uniform sampler2D mask;
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uniform sampler2D fore;
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uniform float opacity;
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float sampleMask() {
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if(useMask == 0) return 1.;
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vec4 m = texture2D( mask, v_vTexcoord );
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return (m.r + m.g + m.b) / 3. * m.a;
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}
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vec3 rgb2hsv(vec3 c) {
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vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
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vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
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float d = q.x - min(q.w, q.y);
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float e = 0.0000000001;
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return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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vec3 hsv2rgb(vec3 c) {
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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void main() {
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vec4 _col0 = texture2D( gm_BaseTexture, v_vTexcoord );
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vec3 _hsv0 = rgb2hsv(_col0.rgb);
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vec2 fore_tex = v_vTexcoord;
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if(tile_type == 0)
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fore_tex = v_vTexcoord;
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else if(tile_type == 1)
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fore_tex = fract(v_vTexcoord * dimension);
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vec4 _col1 = texture2D( fore, fore_tex );
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vec3 _hsv1 = rgb2hsv(_col1.rgb);
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_hsv0.y = mix(_hsv0.y, _hsv1.y, _col1.a * opacity * sampleMask());
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float al = _col1.a + _col0.a * (1. - _col1.a);
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vec4 res = vec4(hsv2rgb(_hsv0), _col0.a);
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res.rgb /= al;
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res.a = preserveAlpha == 1? _col0.a : res.a;
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gl_FragColor = res;
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}
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