Merge branch 'master' into pr/1875

This commit is contained in:
itsmattkc
2022-04-15 13:24:23 -07:00
268 changed files with 73441 additions and 2576 deletions
+8 -7
View File
@@ -3,29 +3,30 @@ uniform sampler2D blend_in;
uniform bool base_in_enabled;
uniform bool blend_in_enabled;
varying vec2 ove_texcoord;
in vec2 ove_texcoord;
out vec4 frag_color;
void main(void) {
vec4 base_col = texture2D(base_in, ove_texcoord);
vec4 blend_col = texture2D(blend_in, ove_texcoord);
vec4 base_col = texture(base_in, ove_texcoord);
vec4 blend_col = texture(blend_in, ove_texcoord);
if (!base_in_enabled && !blend_in_enabled) {
gl_FragColor = vec4(0.0);
frag_color = vec4(0.0);
return;
}
if (!base_in_enabled) {
gl_FragColor = blend_col;
frag_color = blend_col;
return;
}
if (!blend_in_enabled) {
gl_FragColor = base_col;
frag_color = base_col;
return;
}
base_col *= 1.0 - blend_col.a;
base_col += blend_col;
gl_FragColor = base_col;
frag_color = base_col;
}
+5 -4
View File
@@ -8,7 +8,8 @@ uniform vec2 resolution_in;
uniform int ove_iteration;
varying vec2 ove_texcoord;
in vec2 ove_texcoord;
out vec4 frag_color;
// Gaussian function uses PI
#define M_PI 3.1415926535897932384626433832795
@@ -63,7 +64,7 @@ void main(void) {
int mode = determine_mode();
if (mode == MODE_NONE) {
gl_FragColor = texture2D(tex_in, ove_texcoord);
frag_color = texture(tex_in, ove_texcoord);
return;
}
@@ -115,9 +116,9 @@ void main(void) {
&& pixel_coord.x < 1.0
&& pixel_coord.y >= 0.0
&& pixel_coord.y < 1.0)) {
composite += texture2D(tex_in, pixel_coord) * weight;
composite += texture(tex_in, pixel_coord) * weight;
}
}
gl_FragColor = composite;
frag_color = composite;
}
+68
View File
@@ -0,0 +1,68 @@
uniform sampler2D tex_in;
uniform sampler2D garbage_in;
uniform sampler2D core_in;
uniform int color_in;
uniform bool garbage_in_enabled;
uniform bool core_in_enabled;
uniform float highlights_in;
uniform float shadows_in;
uniform bool mask_only_in;
in vec2 ove_texcoord;
out vec4 frag_color;
#define SCREEN_COLOR_GREEN 0
#define SCREEN_COLOR_BLUE 1
void main(void) {
vec4 tex_col = texture(tex_in, ove_texcoord);
// Unassociate RGB before calculating values
vec4 unassoc = tex_col;
if (unassoc.a > 0) {
unassoc.rgb /= unassoc.a;
}
// Simple keyer, generates a inverted mask (background is white, foreground black)
float mask;
if (color_in == SCREEN_COLOR_GREEN) {
mask = (unassoc.g - max(unassoc.r, unassoc.b));
} else{ // Assume SCREEN_COLOR_BLUE
mask = (unassoc.b - max(unassoc.r, unassoc.g));
}
mask = clamp(mask, 0.0, 1.0);
if (garbage_in_enabled) {
// Force anything we want to remove to be 1.0
vec4 garbage = texture(garbage_in, ove_texcoord);
// Assumes garbage is achromatic
mask += garbage.r;
mask = clamp(mask, 0.0, 1.0);
}
if (core_in_enabled) {
// Force anything we want to keep to be 0.1
vec3 core = texture(core_in, ove_texcoord).rgb;
vec3 core_invert = 1.0 - core.rgb;
// Assumes core is achromatic
mask *= core_invert.r;
mask = clamp(mask, 0.0, 1.0);
}
// Crush blacks and push whites
mask = highlights_in * 0.01 * (shadows_in * 0.01 * mask - 1.0) + 1.0;
mask = clamp(mask, 0.0, 1.0);
// Invert mask
mask = 1.0 - mask;
// Multiply color by mask
tex_col *= mask;
if (!mask_only_in) {
frag_color = tex_col;
} else {
frag_color = vec4(vec3(mask), 1.0);
}
}
+5 -4
View File
@@ -10,7 +10,8 @@ uniform mat4 ove_cropmatrix;
#define ALPHA_ASSOC 2
// Main texture coordinate
varying vec2 ove_texcoord;
in vec2 ove_texcoord;
out vec4 frag_color;
// Program will replace this with OCIO's auto-generated shader code
%1
@@ -31,11 +32,11 @@ vec4 deassoc(vec4 c) {
void main() {
vec2 cropped_coord = (vec4(ove_texcoord-vec2(0.5, 0.5), 0.0, 1.0)*ove_cropmatrix).xy + vec2(0.5, 0.5);
if (cropped_coord.x < 0.0 || cropped_coord.x >= 1.0 || cropped_coord.y < 0.0 || cropped_coord.y >= 1.0) {
gl_FragColor = vec4(0.0);
frag_color = vec4(0.0);
return;
}
vec4 col = texture2D(ove_maintex, cropped_coord);
vec4 col = texture(ove_maintex, cropped_coord);
// If alpha is associated, de-associate now
if (ove_maintex_alpha == ALPHA_ASSOC) {
@@ -52,5 +53,5 @@ void main() {
col = assoc(col);
}
gl_FragColor = col;
frag_color = col;
}
+29 -28
View File
@@ -4,45 +4,46 @@ uniform sampler2D tex_in;
uniform bool perspective_in;
// Input texture coordinate
varying vec2 ove_texcoord;
in vec2 ove_texcoord;
out vec4 frag_color;
varying vec2 q;
varying vec2 b1;
varying vec2 b2;
varying vec2 b3;
in vec2 q;
in vec2 b1;
in vec2 b2;
in vec2 b3;
float Wedge2D(vec2 v, vec2 w) {
return (v.x*w.y) - (v.y*w.x);
return (v.x*w.y) - (v.y*w.x);
}
void main() {
if(perspective_in){
gl_FragColor = texture2D(tex_in, ove_texcoord);
frag_color = texture(tex_in, ove_texcoord);
} else {
float A = Wedge2D(b2, b3);
float B = Wedge2D(b3, q) - Wedge2D(b1, b2);
float C = Wedge2D(b1, q);
float A = Wedge2D(b2, b3);
float B = Wedge2D(b3, q) - Wedge2D(b1, b2);
float C = Wedge2D(b1, q);
vec2 uv;
vec2 uv;
// solve for v
if (abs(A) < 0.001) {
uv.y = -C/B;
} else {
float discrim = B*B - 4.0*A*C;
uv.y = 0.5 * (-B + sqrt(discrim)) / A;
}
// solve for v
if (abs(A) < 0.001) {
uv.y = -C/B;
} else {
float discrim = B*B - 4.0*A*C;
uv.y = 0.5 * (-B + sqrt(discrim)) / A;
}
// solve for u
vec2 denom = b1 + uv.y * b3;
if (abs(denom.x) > abs(denom.y)) {
uv.x = (q.x - b2.x * uv.y) / denom.x;
} else {
uv.x = (q.y - b2.y * uv.y) / denom.y;
}
// solve for u
vec2 denom = b1 + uv.y * b3;
if (abs(denom.x) > abs(denom.y)) {
uv.x = (q.x - b2.x * uv.y) / denom.x;
} else {
uv.x = (q.y - b2.y * uv.y) / denom.y;
}
uv.y = 1.0 - uv.y;
uv.y = 1.0 - uv.y;
gl_FragColor = texture2D(tex_in, uv);
}
frag_color = texture(tex_in, uv);
}
}
+10 -10
View File
@@ -8,15 +8,15 @@ uniform vec2 resolution_in;
uniform mat4 ove_mvpmat;
attribute vec4 a_position;
attribute vec2 a_texcoord;
in vec4 a_position;
in vec2 a_texcoord;
varying vec2 ove_texcoord;
out vec2 ove_texcoord;
varying vec2 q;
varying vec2 b1;
varying vec2 b2;
varying vec2 b3;
out vec2 q;
out vec2 b1;
out vec2 b2;
out vec2 b3;
void main() {
// The slider inputs only contain the amount they have changed rather than
@@ -37,7 +37,7 @@ void main() {
float c1 = b_l.y - m1 * b_l.x;
float m2 = (b_r.y - t_l.y)/(b_r.x - t_l.x);
float c2 = t_l.y - m2 * t_l.x;
// Find the intersection by setting the two line equations equal and rearrange.
float mid_x = (c2 - c1) / (m1 - m2);
float mid_y = m1 * mid_x + c1;
@@ -70,7 +70,7 @@ void main() {
} else {
q = (d2+d0)/d0;
}
gl_Position[0] *= q;
gl_Position[1] *= q;
gl_Position[3] = q;
@@ -93,7 +93,7 @@ void main() {
b2 = t_l - b_l;
b3 = b_l - b_r - t_l + t_r;
}
ove_texcoord = a_texcoord;
}
+5 -4
View File
@@ -8,7 +8,8 @@ uniform float feather_in;
uniform vec2 resolution_in;
// Input texture coordinate
varying vec2 ove_texcoord;
in vec2 ove_texcoord;
out vec4 frag_color;
void main() {
float multiplier = 1.0;
@@ -44,9 +45,9 @@ void main() {
}
if (multiplier > 0.0) {
vec4 color = texture2D(tex_in, ove_texcoord) * multiplier;
gl_FragColor = color;
vec4 color = texture(tex_in, ove_texcoord) * multiplier;
frag_color = color;
} else {
gl_FragColor = vec4(0.0);
frag_color = vec4(0.0);
}
}
+5 -4
View File
@@ -10,7 +10,8 @@ uniform int curve_in;
uniform float ove_tprog_all;
varying vec2 ove_texcoord;
in vec2 ove_texcoord;
out vec4 frag_color;
float TransformCurve(float linear) {
if (curve_in == EXPONENTIAL_CURVE) {
@@ -26,12 +27,12 @@ void main(void) {
vec4 composite = vec4(0.0);
if (out_block_in_enabled) {
composite += texture2D(out_block_in, ove_texcoord) * TransformCurve(1.0 - ove_tprog_all);
composite += texture(out_block_in, ove_texcoord) * TransformCurve(1.0 - ove_tprog_all);
}
if (in_block_in_enabled) {
composite += texture2D(in_block_in, ove_texcoord) * TransformCurve(ove_tprog_all);
composite += texture(in_block_in, ove_texcoord) * TransformCurve(ove_tprog_all);
}
gl_FragColor = composite;
frag_color = composite;
}
+4 -3
View File
@@ -2,9 +2,10 @@
uniform sampler2D ove_maintex;
// Input texture coordinate
varying vec2 ove_texcoord;
in vec2 ove_texcoord;
out vec4 frag_color;
void main() {
vec4 color = texture2D(ove_maintex, ove_texcoord);
gl_FragColor = color;
vec4 color = texture(ove_maintex, ove_texcoord);
frag_color = color;
}
+3 -3
View File
@@ -1,9 +1,9 @@
uniform mat4 ove_mvpmat;
attribute vec4 a_position;
attribute vec2 a_texcoord;
in vec4 a_position;
in vec2 a_texcoord;
varying vec2 ove_texcoord;
out vec2 ove_texcoord;
void main() {
gl_Position = ove_mvpmat * a_position;
+4 -3
View File
@@ -2,7 +2,8 @@ uniform sampler2D ove_maintex;
uniform vec2 resolution_in;
varying vec2 ove_texcoord;
in vec2 ove_texcoord;
out vec4 frag_color;
float round(float x)
{
@@ -18,6 +19,6 @@ void main() {
float half_vert = round(resolution_in.y / 2.0);
using_texcoord.y = (round(using_texcoord.y * half_vert) + 0.25) / half_vert;
vec4 color = texture2D(ove_maintex, using_texcoord);
gl_FragColor = color;
vec4 color = texture(ove_maintex, using_texcoord);
frag_color = color;
}
+65
View File
@@ -0,0 +1,65 @@
uniform sampler2D tex_in;
uniform int color_in;
uniform int method_in;
uniform bool preserve_luminance_input;
uniform vec3 luma_coeffs;
in vec2 ove_texcoord;
out vec4 frag_color;
#define AVERAGE 0
#define DOUBLE_RED_AVERAGE 1
#define DOUBLE_AVERAGE 2
#define BLUE_LIMIT 3
void main(void) {
vec4 original_col = texture(tex_in, ove_texcoord);
vec4 tex_col = original_col;
float color_average = 0.0;
if(color_in == 0) { // Green screen
switch (method_in) {
case AVERAGE:
color_average = dot(tex_col.rb, vec2(0.5)); // (tex_col.r + tex_col.b) / 2.0
tex_col.g = tex_col.g > color_average ? color_average: tex_col.g;
break;
case DOUBLE_RED_AVERAGE:
color_average = dot(tex_col.rb, vec2(2.0, 1.0) / 3.0); // (2.0 * tex_col.r + tex_col.b) / 3.0
tex_col.g = tex_col.g > color_average ? color_average : tex_col.g;
break;
case DOUBLE_AVERAGE:
color_average = dot(tex_col.br, vec2(2.0, 1.0) / 3.0); // (2.0 * tex_col.b + tex_col.r) / 3.0
tex_col.g = tex_col.g > color_average ? color_average : tex_col.g;
break;
case BLUE_LIMIT:
tex_col.g = tex_col.g > tex_col.b ? tex_col.b : tex_col.g;
break;
}
} else { // Blue screen
switch (method_in) {
case AVERAGE:
color_average = dot(tex_col.rg, vec2(0.5)); // (tex_col.r + tex_col.g) / 2.0
tex_col.b = tex_col.b > color_average ? color_average : tex_col.b;
break;
case DOUBLE_RED_AVERAGE:
color_average = dot(tex_col.rg, vec2(2.0, 1.0) / 3.0); // (2.0 * tex_col.r + tex_col.g) / 3.0
tex_col.b = tex_col.b > color_average ? color_average : tex_col.b;
break;
case DOUBLE_AVERAGE:
color_average = dot(tex_col.gr, vec2(2.0, 1.0) / 3.0); // (2.0 * tex_col.g+ tex_col.r) / 3.0
tex_col.b = tex_col.b > color_average ? color_average : tex_col.b;
break;
case BLUE_LIMIT:
tex_col.b = tex_col.b > tex_col.g ? tex_col.g : tex_col.b;
break;
}
}
if (preserve_luminance_input) {
vec4 diff = original_col - tex_col;
float luma = dot(abs(diff.rgb), luma_coeffs);
tex_col.rgb += vec3(luma);
}
frag_color = tex_col;
}
+8 -7
View File
@@ -8,19 +8,20 @@ uniform float ove_tprog_all;
uniform float ove_tprog_out;
uniform float ove_tprog_in;
varying vec2 ove_texcoord;
in vec2 ove_texcoord;
out vec4 frag_color;
void main(void) {
if (out_block_in_enabled && in_block_in_enabled) {
vec4 out_block_col = mix(texture2D(out_block_in, ove_texcoord), color_in, ove_tprog_out);
vec4 in_block_col = mix(texture2D(in_block_in, ove_texcoord), color_in, 1.0 - ove_tprog_in);
vec4 out_block_col = mix(texture(out_block_in, ove_texcoord), color_in, ove_tprog_out);
vec4 in_block_col = mix(texture(in_block_in, ove_texcoord), color_in, 1.0 - ove_tprog_in);
gl_FragColor = out_block_col + in_block_col;
frag_color = out_block_col + in_block_col;
} else if (out_block_in_enabled) {
gl_FragColor = mix(texture2D(out_block_in, ove_texcoord), color_in, ove_tprog_all);
frag_color = mix(texture(out_block_in, ove_texcoord), color_in, ove_tprog_all);
} else if (in_block_in_enabled) {
gl_FragColor = mix(texture2D(in_block_in, ove_texcoord), color_in, 1.0 - ove_tprog_all);
frag_color = mix(texture(in_block_in, ove_texcoord), color_in, 1.0 - ove_tprog_all);
} else {
gl_FragColor = vec4(0.0);
frag_color = vec4(0.0);
}
}
+4 -3
View File
@@ -2,11 +2,12 @@ uniform sampler2D tex_in;
uniform bool horiz_in;
uniform bool vert_in;
varying vec2 ove_texcoord;
in vec2 ove_texcoord;
out vec4 frag_color;
void main(void) {
if (!horiz_in && !vert_in) {
gl_FragColor = texture2D(tex_in, ove_texcoord);
frag_color = texture(tex_in, ove_texcoord);
return;
}
@@ -15,5 +16,5 @@ void main(void) {
if (horiz_in) new_coord.x = 1.0 - new_coord.x;
if (vert_in) new_coord.y = 1.0 - new_coord.y;
gl_FragColor = texture2D(tex_in, new_coord);
frag_color = texture(tex_in, new_coord);
}
+4 -3
View File
@@ -2,14 +2,15 @@ uniform sampler2D top_tex_in;
uniform sampler2D bottom_tex_in;
uniform vec2 resolution_in;
varying vec2 ove_texcoord;
in vec2 ove_texcoord;
out vec4 frag_color;
void main() {
float y_pixel = floor(ove_texcoord.y * resolution_in.y);
if (mod(y_pixel, 2.0) == 0.0) {
gl_FragColor = texture2D(top_tex_in, ove_texcoord);
frag_color = texture(top_tex_in, ove_texcoord);
} else {
gl_FragColor = texture2D(bottom_tex_in, ove_texcoord);
frag_color = texture(bottom_tex_in, ove_texcoord);
}
}
+4 -3
View File
@@ -5,7 +5,8 @@ uniform float horiz_in;
uniform float vert_in;
// Input texture coordinate
varying vec2 ove_texcoord;
in vec2 ove_texcoord;
out vec4 frag_color;
void main() {
float x;
@@ -23,6 +24,6 @@ void main() {
y = ove_texcoord.y;
}
vec4 color = texture2D(tex_in, vec2(x, y));
gl_FragColor = color;
vec4 color = texture(tex_in, vec2(x, y));
frag_color = color;
}
+11 -11
View File
@@ -1,13 +1,13 @@
uniform float time_in;
varying vec2 ove_texcoord;
uniform float strength_in;
uniform bool color_in;
//uniform bool blend;
// precision lowp float;
in vec2 ove_texcoord;
out vec4 frag_color;
float PHI = 1.61803398874989484820459 * 00000.1; // Golden Ratio
float PHI = 1.61803398874989484820459 * 00000.1; // Golden Ratio
float PI = 3.14159265358979323846264 * 00000.1; // PI
float SQ2 = 1.41421356237309504880169 * 10000.0; // Square Root of Two
@@ -23,16 +23,16 @@ bool isNan( float val )
float gold_noise(vec2 coordinate, float seed){
float value = fract(tan(distance(coordinate*(seed+PHI), vec2(PHI, PI)))*SQ2)*(strength_in*0.01);
return isNan(value) ? 0.0 : value;
return isNan(value) ? 0.0 : value;
}
void main(void) {
vec3 noise;
if (color_in) {
noise = vec3(gold_noise(ove_texcoord, time_in + 42069.0), gold_noise(ove_texcoord, time_in + 69220.0), gold_noise(ove_texcoord, time_in + 1337.0));
} else {
noise = vec3(gold_noise(ove_texcoord, time_in + 69420.0));
}
vec3 noise;
if (color_in) {
noise = vec3(gold_noise(ove_texcoord, time_in + 42069.0), gold_noise(ove_texcoord, time_in + 69220.0), gold_noise(ove_texcoord, time_in + 1337.0));
} else {
noise = vec3(gold_noise(ove_texcoord, time_in + 69420.0));
}
gl_FragColor = vec4(noise, 1.0);
frag_color = vec4(noise, 1.0);
}
+11
View File
@@ -0,0 +1,11 @@
// Inputs
uniform sampler2D tex_in;
uniform float opacity_in;
// Input texture coordinate
in vec2 ove_texcoord;
out vec4 frag_color;
void main() {
frag_color = texture(tex_in, ove_texcoord) * opacity_in;
}
+4 -3
View File
@@ -2,7 +2,8 @@ uniform sampler2D ove_maintex;
uniform vec2 viewport;
uniform float histogram_scale;
varying vec2 ove_texcoord;
in vec2 ove_texcoord;
out vec4 frag_color;
void main(void) {
float histogram_width = ceil(histogram_scale * viewport.y);
@@ -13,7 +14,7 @@ void main(void) {
for (int i = 0; float(i) < histogram_width; i++) {
ratio = float(i) / float(histogram_width - 1.0);
cur_col = texture2D(
cur_col = texture(
ove_maintex,
vec2(ove_texcoord.y, ratio)
).rgb;
@@ -27,5 +28,5 @@ void main(void) {
);
}
gl_FragColor = vec4(sum, 1.0);
frag_color = vec4(sum, 1.0);
}
+3 -3
View File
@@ -1,9 +1,9 @@
uniform float histogram_scale;
attribute vec4 a_position;
attribute vec2 a_texcoord;
in vec4 a_position;
in vec2 a_texcoord;
varying vec2 ove_texcoord;
out vec2 ove_texcoord;
mat4 scale_mat4(vec3 scale) {
return mat4(
+4 -3
View File
@@ -4,7 +4,8 @@ uniform vec2 viewport;
uniform float histogram_scale;
uniform float histogram_power;
varying vec2 ove_texcoord;
in vec2 ove_texcoord;
out vec4 frag_color;
void main(void) {
vec3 col = vec3(0.0);
@@ -17,7 +18,7 @@ void main(void) {
for (int i = 0; float(i) < histogram_height; i++) {
ratio = float(i) / float(histogram_height - 1.0);
sum += texture2D(
sum += texture(
ove_maintex,
vec2(ove_texcoord.x, ratio)
).rgb;
@@ -26,5 +27,5 @@ void main(void) {
histogram_ratio = pow(sum / total_pixels, vec3(histogram_power));
col = step(vec3(ove_texcoord.y), histogram_ratio);
gl_FragColor = vec4(col, 1.0);
frag_color = vec4(col, 1.0);
}
+4 -3
View File
@@ -5,7 +5,8 @@ uniform vec3 luma_coeffs;
uniform float waveform_scale;
varying vec2 ove_texcoord;
in vec2 ove_texcoord;
out vec4 frag_color;
void main(void) {
float waveform_height = ceil(waveform_scale * viewport.y);
@@ -17,7 +18,7 @@ void main(void) {
for (int i = 0; float(i) < waveform_height; i++) {
ratio = float(i) / float(waveform_height - 1.0);
cur_col.rgb = texture2D(
cur_col.rgb = texture(
ove_maintex,
vec2(ove_texcoord.x, ratio)
).rgb;
@@ -33,5 +34,5 @@ void main(void) {
}
col.rgb += vec3(col.w);
gl_FragColor = vec4(col.rgb, 1.0);
frag_color = vec4(col.rgb, 1.0);
}
+3 -3
View File
@@ -1,9 +1,9 @@
uniform float waveform_scale;
attribute vec4 a_position;
attribute vec2 a_texcoord;
in vec4 a_position;
in vec2 a_texcoord;
varying vec2 ove_texcoord;
out vec2 ove_texcoord;
mat4 scale_mat4(vec3 scale) {
return mat4(
+3 -2
View File
@@ -1,5 +1,6 @@
// Input texture coordinate
varying vec2 ove_texcoord;
in vec2 ove_texcoord;
out vec4 frag_color;
// Match with ShapeNode::Type
#define SHAPE_RECTANGLE 0
@@ -37,5 +38,5 @@ void main() {
col = color_in * (1.0-t);
}
gl_FragColor = col;
frag_color = col;
}
+3 -1
View File
@@ -1,5 +1,7 @@
uniform vec4 color_in;
out vec4 frag_color;
void main(void) {
gl_FragColor = color_in;
frag_color = color_in;
}
+6 -5
View File
@@ -9,10 +9,11 @@ uniform vec2 resolution_in;
// Standard inputs
uniform int ove_iteration;
varying vec2 ove_texcoord;
in vec2 ove_texcoord;
out vec4 frag_color;
void main(void) {
vec4 pixel_here = texture2D(tex_in, ove_texcoord);
vec4 pixel_here = texture(tex_in, ove_texcoord);
// Detect no-op situations
if (radius_in == 0.0
@@ -20,7 +21,7 @@ void main(void) {
|| (inner_in && pixel_here.a == 0.0)
|| (!inner_in && pixel_here.a == 1.0)) {
// No-op, do nothing
gl_FragColor = pixel_here;
frag_color = pixel_here;
return;
}
@@ -37,7 +38,7 @@ void main(void) {
if (abs(length(vec2(i, j))) < radius) {
// Get pixel here
float alpha = texture2D(tex_in, ove_texcoord + vec2(x_coord, y_coord)).a;
float alpha = texture(tex_in, ove_texcoord + vec2(x_coord, y_coord)).a;
if (inner_in) {
alpha = 1.0 - alpha;
@@ -74,5 +75,5 @@ void main(void) {
stroke_col = stroke_col * (1.0 - pixel_here.a) + pixel_here;
}
gl_FragColor = stroke_col;
frag_color = stroke_col;
}