Learning_GTK4_tree/gsk/vulkan/resources/mask.frag

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2023-12-12 11:36:42 +01:00
#version 450
#include "common.frag.glsl"
#include "clip.frag.glsl"
#include "rect.frag.glsl"
layout(location = 0) in vec2 in_pos;
layout(location = 1) in flat Rect in_source_rect;
layout(location = 2) in vec2 in_source_coord;
layout(location = 3) in flat uint in_source_id;
layout(location = 4) in flat Rect in_mask_rect;
layout(location = 5) in vec2 in_mask_coord;
layout(location = 6) in flat uint in_mask_id;
layout(location = 7) in flat uint in_mask_mode;
layout(location = 0) out vec4 color;
float
luminance (vec3 color)
{
return dot (vec3 (0.2126, 0.7152, 0.0722), color);
}
void main()
{
vec4 source = texture(get_sampler (in_source_id), in_source_coord);
source *= rect_coverage (in_source_rect, in_pos);
vec4 mask = texture(get_sampler (in_mask_id), in_mask_coord);
mask *= rect_coverage (in_mask_rect, in_pos);
float alpha;
if (in_mask_mode == 0)
alpha = mask.a;
else if (in_mask_mode == 1)
alpha = 1.0 - mask.a;
else if (in_mask_mode == 2)
alpha = luminance (mask.rgb);
else if (in_mask_mode == 3)
alpha = mask.a - luminance (mask.rgb);
color = clip_scaled (in_pos, source * alpha);
}