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32
libs/shaders/GL/user_mark.fsh.glsl
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32
libs/shaders/GL/user_mark.fsh.glsl
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// Warning! Beware to use this shader. "discard" command may significally reduce performance.
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// Unfortunately some CG algorithms cannot be implemented without discarding fragments from depth buffer.
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layout (location = 0) in vec4 v_texCoords;
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layout (location = 1) in vec4 v_maskColor;
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layout (location = 0) out vec4 v_FragColor;
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layout (binding = 0) uniform UBO
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{
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mat4 u_modelView;
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mat4 u_projection;
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mat4 u_pivotTransform;
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vec2 u_contrastGamma;
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float u_opacity;
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float u_zScale;
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float u_interpolation;
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float u_isOutlinePass;
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};
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layout (binding = 1) uniform sampler2D u_colorTex;
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void main()
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{
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vec4 color = texture(u_colorTex, v_texCoords.xy);
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vec4 bgColor = texture(u_colorTex, v_texCoords.zw) * vec4(v_maskColor.xyz, 1.0);
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vec4 finalColor = mix(color, mix(bgColor, color, color.a), bgColor.a);
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finalColor.a = clamp(color.a + bgColor.a, 0.0, 1.0) * u_opacity * v_maskColor.w;
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if (finalColor.a < 0.01)
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discard;
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v_FragColor = finalColor;
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}
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