Files
oak-editor/app/shaders/diptoblack.frag
T
Thomas Wilshaw 896ba1f6f0 diptoblack shader: Fix mix operation
The mix function in GLSL is slightly counter intuitively x(1-a)+y(a)
Here we re-arrange the inputs slightly to get the correct result.
2022-10-24 12:22:11 +01:00

29 lines
951 B
GLSL

uniform sampler2D out_block_in;
uniform sampler2D in_block_in;
uniform bool out_block_in_enabled;
uniform bool in_block_in_enabled;
uniform vec4 color_in;
uniform float ove_tprog_all;
uniform float ove_tprog_out;
uniform float ove_tprog_in;
in vec2 ove_texcoord;
out vec4 frag_color;
void main(void) {
if (out_block_in_enabled && in_block_in_enabled) {
// mix(x, y , a): a(1-x) + b(x)
vec4 out_block_col = mix(color_in, texture(out_block_in, ove_texcoord),ove_tprog_out);
vec4 in_block_col = mix(color_in, texture(in_block_in, ove_texcoord), ove_tprog_in);
frag_color = out_block_col + in_block_col;
} else if (out_block_in_enabled) {
frag_color = mix(texture(out_block_in, ove_texcoord), color_in, ove_tprog_all);
} else if (in_block_in_enabled) {
frag_color = mix(texture(in_block_in, ove_texcoord), color_in, 1.0 - ove_tprog_all);
} else {
frag_color = vec4(0.0);
}
}