pathfinder/resources/shaders/gl3/tile_alpha_exclusion.fs.glsl

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#version {{version}}
// Automatically generated from files in pathfinder/shaders/. Do not edit!
#extension GL_GOOGLE_include_directive : enable
precision highp float;
out vec4 oFragColor;
uniform sampler2D uStencilTexture;
uniform sampler2D uPaintTexture;
uniform sampler2D uDest;
uniform vec2 uFramebufferSize;
in vec2 vColorTexCoord;
in vec2 vMaskTexCoord;
vec4 sampleSrcColor(){
float coverage = texture(uStencilTexture, vMaskTexCoord). r;
vec4 srcRGBA = texture(uPaintTexture, vColorTexCoord);
return vec4(srcRGBA . rgb, srcRGBA . a * coverage);
}
vec4 sampleDestColor(){
vec2 destTexCoord = gl_FragCoord . xy / uFramebufferSize;
return texture(uDest, destTexCoord);
}
vec4 blendColors(vec4 destRGBA, vec4 srcRGBA, vec3 blendedRGB){
return vec4(srcRGBA . a *(1.0 - destRGBA . a)* srcRGBA . rgb +
srcRGBA . a * destRGBA . a * blendedRGB +
(1.0 - srcRGBA . a)* destRGBA . a * destRGBA . rgb,
1.0);
}
vec3 select3(bvec3 cond, vec3 a, vec3 b){
return vec3(cond . x ? a . x : b . x, cond . y ? a . y : b . y, cond . z ? a . z : b . z);
}
void main(){
vec4 srcRGBA = sampleSrcColor();
vec4 destRGBA = sampleDestColor();
vec3 dest = destRGBA . rgb, src = srcRGBA . rgb;
vec3 blended = dest + src - dest * src * 2.0;
oFragColor = blendColors(destRGBA, srcRGBA, blended);
}