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

66 lines
1.1 KiB
GLSL

#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);
}
void main(){
vec4 srcRGBA = sampleSrcColor();
oFragColor = vec4(srcRGBA . rgb * srcRGBA . a, srcRGBA . a);
}