add wet parameter, fix selection mask modes
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@@ -249,6 +249,7 @@ void App::initShaders()
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"uniform mediump float alpha;\n"
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"uniform mediump vec2 stencil_offset;\n"
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"uniform mediump float stencil_alpha;\n"
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"uniform mediump float wet;\n"
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"in mediump vec2 uv;\n"
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"in mediump float q;\n"
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#ifdef __IOS__
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@@ -270,7 +271,9 @@ void App::initShaders()
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" mediump float contribution = max((1.0 - bg.a) * fg.a, 1.0/255.0) * stencil;\n"
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" mediump float alpha_tot = bg.a + contribution;"
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" mediump vec3 rgb = mix(bg.rgb, fg.rgb, fg.a / alpha_tot);\n"
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" frag = vec4(rgb, clamp(alpha_tot, 0.0, 1.0));\n"
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" mediump vec4 frag_wet = vec4(rgb, mix(bg.a, max(bg.a, fg.a * stencil), fg.a));\n"
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" mediump vec4 frag_dry = vec4(rgb, clamp(alpha_tot, 0.0, 1.0));\n"
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" frag = mix(frag_dry, frag_wet, wet);\n"
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"}\n";
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static const char* shader_checkerboard_v =
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