Files
oak-editor/effects/shaders/crop.frag
T

24 lines
901 B
GLSL

uniform float left;
uniform float top;
uniform float right;
uniform float bottom;
uniform float feather;
uniform mediump float amount_val;
vec4 process(vec4 col) {
float alpha = col.a;
if (feather == 0.0) {
if (v_texcoord.x < (left*0.01) || v_texcoord.y < (top*0.01) || v_texcoord.x > (1.0-(right*0.01)) || v_texcoord.y > (1.0-(bottom*0.01))) {
alpha = 0.0;
}
} else {
float f = pow(2.0, 10.0-(feather*0.1));
if (left > 0.0) alpha = alpha * clamp(((v_texcoord.x+(0.5/f))-(left*0.01))*f, 0.0, 1.0); // left
if (top > 0.0) alpha = alpha * clamp(((v_texcoord.y+(0.5/f))-(top*0.01))*f, 0.0, 1.0); // top
if (right > 0.0) alpha = alpha * clamp((((1.0-v_texcoord.x)+(0.5/f))-(right*0.01))*f, 0.0, 1.0); // right
if (bottom > 0.0) alpha = alpha * clamp((((1.0-v_texcoord.y)+(0.5/f))-(bottom*0.01))*f, 0.0, 1.0); // bottom
}
return vec4(col.rgb*alpha, alpha);
}