Pixel-Composer/shaders/sh_blend_contrast/sh_blend_contrast.fsh
2022-12-12 15:08:03 +07:00

40 lines
882 B
GLSL

//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform int tile_type;
uniform int useMask;
uniform sampler2D mask;
uniform sampler2D fore;
uniform float opacity;
void main() {
vec4 _col0 = texture2D( gm_BaseTexture, v_vTexcoord );
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 );
float o = opacity;
if(useMask == 1) {
vec3 m = texture2D( mask, v_vTexcoord ).rgb;
o *= (m.r + m.g + m.b) / 3.;
}
_col1.a *= o;
float lum = dot(_col1.rgb, vec3(0.2126, 0.7152, 0.0722));
vec4 blend = lum > 0.5? (vec4(1.) - (vec4(1.) - _col0) * (vec4(1.) - _col1) * 2.) : (_col0 * _col1 * 2.);
vec4 res = mix(_col0, blend, opacity);
gl_FragColor = res;
}