nodes: allow two texture inputs in opacity

This commit is contained in:
itsmattkc
2022-10-23 20:23:48 -07:00
parent 93f88042d1
commit fc56058e8a
2 changed files with 37 additions and 3 deletions
+10 -3
View File
@@ -39,15 +39,22 @@ void OpacityEffect::Retranslate()
ShaderCode OpacityEffect::GetShaderCode(const ShaderRequest &request) const
{
Q_UNUSED(request)
return ShaderCode(FileFunctions::ReadFileAsString(":/shaders/opacity.frag"));
if (request.id == QStringLiteral("rgbmult")) {
return ShaderCode(FileFunctions::ReadFileAsString(":/shaders/opacity_rgb.frag"));
} else {
return ShaderCode(FileFunctions::ReadFileAsString(":/shaders/opacity.frag"));
}
}
void OpacityEffect::Value(const NodeValueRow &value, const NodeGlobals &globals, NodeValueTable *table) const
{
// If there's no texture, no need to run an operation
if (TexturePtr tex = value[kTextureInput].toTexture()) {
if (!qFuzzyCompare(value[kValueInput].toDouble(), 1.0)) {
if (TexturePtr opacity_tex = value[kValueInput].toTexture()) {
ShaderJob job(value);
job.SetShaderID(QStringLiteral("rgbmult"));
table->Push(NodeValue::kTexture, tex->toJob(job), this);
} else if (!qFuzzyCompare(value[kValueInput].toDouble(), 1.0)) {
table->Push(NodeValue::kTexture, tex->toJob(ShaderJob(value)), this);
} else {
// 1.0 float is a no-op, so just push the texture
+27
View File
@@ -0,0 +1,27 @@
// Inputs
uniform sampler2D tex_in;
uniform sampler2D opacity_in;
// Input texture coordinate
in vec2 ove_texcoord;
out vec4 frag_color;
vec3 rgb2hsv(vec3 c)
{
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
void main() {
vec4 value = texture(opacity_in, ove_texcoord);
float v = rgb2hsv(value.rgb).b;
vec4 c = texture(tex_in, ove_texcoord);
c *= v;
frag_color = c;
}