Files
panopainter/data/shaders/comp-draw.glsl

89 lines
2.5 KiB
GLSL

[[vertex]]
uniform mat4 mvp;
in vec4 pos;
in vec2 uvs;
out vec2 uv;
void main()
{
uv = uvs;
gl_Position = mvp * vec4(pos.xyz, 1.0);
}
[[fragment]]
#include "include/blur.glsl"
#include "include/blend.glsl"
#include "include/blend-stroke.glsl"
#include "include/color.glsl"
uniform sampler2D tex;
uniform sampler2D tex_stroke;
uniform sampler2D tex_mask;
uniform mediump float alpha;
uniform mediump float stroke_alpha;
uniform int blend_mode;
uniform mediump vec2 resolution;
uniform bool lock;
uniform bool mask;
uniform bool draw_on_screen;
uniform bool use_dual;
uniform sampler2D tex_dual;
uniform mediump 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 bool pattern_invert;
uniform int patt_blend_mode;
in mediump vec2 uv;
out mediump vec4 frag;
void main()
{
mediump vec4 base = texture(tex, uv);
mediump vec4 stroke = texture(tex_stroke, uv);
if (use_pattern)
{
//mediump vec2 uv2 = draw_on_screen ? gl_FragCoord.st / resolution : uv;
mediump vec2 rscale = resolution / vec2(512.0);
mediump float patt = texture(tex_pattern, uv * (0.5 / pattern_scale) * rscale + pattern_offset).r;
if (pattern_invert)
patt = 1.0 - patt;
//patt = patt * pattern_alpha + (1.0 - pattern_alpha);
if (pattern_bright != 0.5)
patt = brightness1(patt, 1.0 - pattern_bright);
if (pattern_contr != 0.5)
patt = contrast1(patt, pattern_contr);
//mediump float pa = (1.0 - patt) * pow(pattern_depth, 0.25) + (stroke.a * pattern_depth * 10.0);
//mediump float pa = pow((1.0 - patt), max(1.0, (1.0 - pattern_depth) * 10.0)) * pow(pattern_depth, 0.25) + (stroke.a * pattern_depth * 5.0);
stroke.a = blend_stroke(stroke.a, patt, pattern_depth, patt_blend_mode);
}
if (use_dual)
{
mediump vec4 dual = texture(tex_dual, uv);
stroke.a = blend_stroke(stroke.a, dual.a, dual_alpha, dual_blend_mode);
}
stroke.a = mask ? stroke.a * stroke_alpha * blur(tex_mask, uv).r : stroke.a * stroke_alpha;
if (!lock && base.a == 0.0)
{
frag = stroke * vec4(1.0, 1.0, 1.0, alpha);
return;
}
mediump vec4 blended = blend(base, stroke, blend_mode);
frag = vec4(blended.rgb, (lock ? base.a : blended.a) * alpha);
}