mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-25 22:46:19 +01:00
111 lines
2.2 KiB
GLSL
111 lines
2.2 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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float hue2rgb( in float m1, in float m2, in float hue) {
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if (hue < 0.0)
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hue += 1.0;
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else if (hue > 1.0)
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hue -= 1.0;
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if ((6.0 * hue) < 1.0)
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return m1 + (m2 - m1) * hue * 6.0;
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else if ((2.0 * hue) < 1.0)
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return m2;
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else if ((3.0 * hue) < 2.0)
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return m1 + (m2 - m1) * ((2.0 / 3.0) - hue) * 6.0;
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else
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return m1;
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}
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vec3 hsl2rgb( in vec3 hsl ) {
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float r, g, b;
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if(hsl.y == 0.) {
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r = hsl.z;
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g = hsl.z;
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b = hsl.z;
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} else {
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float m1, m2;
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if(hsl.z <= 0.5)
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m2 = hsl.z * (1. + hsl.y);
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else
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m2 = hsl.z + hsl.y - hsl.z * hsl.y;
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m1 = 2. * hsl.z - m2;
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r = hue2rgb(m1, m2, hsl.x + 1. / 3.);
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g = hue2rgb(m1, m2, hsl.x);
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b = hue2rgb(m1, m2, hsl.x - 1. / 3.);
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}
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return vec3( r, g, b );
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}
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vec3 rgb2hsl( in vec3 c ){
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float h = 0.0;
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float s = 0.0;
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float l = 0.0;
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float r = c.r;
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float g = c.g;
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float b = c.b;
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float cMin = min( r, min( g, b ) );
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float cMax = max( r, max( g, b ) );
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l = ( cMax + cMin ) / 2.0;
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if ( cMax > cMin ) {
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float cDelta = cMax - cMin;
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s = l < .5 ? cDelta / ( cMax + cMin ) : cDelta / ( 2.0 - ( cMax + cMin ) );
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if ( r == cMax )
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h = ( g - b ) / cDelta;
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else if ( g == cMax )
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h = 2.0 + ( b - r ) / cDelta;
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else
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h = 4.0 + ( r - g ) / cDelta;
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if ( h < 0.0)
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h += 6.0;
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h = h / 6.0;
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}
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return vec3( h, s, l );
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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 _hsl0 = rgb2hsl(_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 _hsl1 = rgb2hsl(_col1.rgb);
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_hsl0.z = mix(_hsl0.z, _hsl1.z, _col1.a * opacity * sampleMask());
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float al = _col1.a + _col0.a * (1. - _col1.a);
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vec4 res = vec4(hsl2rgb(_hsl0), _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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