use high on painting shaders

This commit is contained in:
2019-03-05 10:21:49 +01:00
parent 317292318a
commit 9e26c67de6
13 changed files with 111 additions and 111 deletions

View File

@@ -22,36 +22,36 @@ void main()
uniform sampler2D tex;
uniform sampler2D tex_stroke;
uniform sampler2D tex_mask;
uniform mediump float alpha;
uniform highp float alpha;
uniform int blend_mode;
uniform mediump vec2 resolution;
uniform highp vec2 resolution;
uniform bool lock;
uniform bool mask;
uniform bool use_fragcoord;
uniform bool use_dual;
uniform sampler2D tex_dual;
uniform mediump float dual_alpha;
uniform highp float dual_alpha;
uniform int dual_blend_mode;
uniform bool use_pattern;
uniform sampler2D tex_pattern;
uniform mediump vec2 pattern_scale;
uniform mediump float pattern_bright;
uniform mediump float pattern_contr;
uniform mediump float pattern_depth;
uniform mediump vec2 pattern_offset;
uniform highp vec2 pattern_scale;
uniform highp float pattern_bright;
uniform highp float pattern_contr;
uniform highp float pattern_depth;
uniform highp vec2 pattern_offset;
uniform bool pattern_invert;
uniform int patt_blend_mode;
in mediump vec2 uv;
out mediump vec4 frag;
in highp vec2 uv;
out highp vec4 frag;
void main()
{
mediump vec2 uv_base = use_fragcoord ? (gl_FragCoord.st / resolution) : uv;
mediump vec4 base = texture(tex, uv_base);
mediump vec4 stroke = texture(tex_stroke, uv);
highp vec2 uv_base = use_fragcoord ? (gl_FragCoord.st / resolution) : uv;
highp vec4 base = texture(tex, uv_base);
highp vec4 stroke = texture(tex_stroke, uv);
if (stroke.a == 0.0)
{
@@ -61,8 +61,8 @@ void main()
if (use_pattern)
{
mediump vec2 rscale = resolution / vec2(512.0);
mediump float patt = texture(tex_pattern, uv * (1.0 / pattern_scale) * rscale + pattern_offset).r;
highp vec2 rscale = resolution / vec2(512.0);
highp float patt = texture(tex_pattern, uv * (1.0 / pattern_scale) * rscale + pattern_offset).r;
if (pattern_invert)
patt = 1.0 - patt;
if (pattern_bright != 0.5)
@@ -74,7 +74,7 @@ void main()
if (use_dual)
{
mediump vec4 dual = texture(tex_dual, uv);
highp vec4 dual = texture(tex_dual, uv);
stroke.a = clamp(blend_stroke(stroke.a, dual.a, dual_alpha, dual_blend_mode), 0.0, 1.0);
}
@@ -85,6 +85,6 @@ void main()
return;
}
mediump vec4 blended = blend(base, stroke, blend_mode);
highp vec4 blended = blend(base, stroke, blend_mode);
frag = vec4(blended.rgb, (lock ? base.a : blended.a) * alpha);
}