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