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