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- #version GLSL_VERSION
- #include <precision_statement.glslf>
- #include <std.glsl>
- uniform sampler2D u_src_color;
- uniform sampler2D u_glow_mask_small;
- uniform sampler2D u_glow_mask_large;
- uniform float u_glow_mask_small_coeff;
- uniform float u_glow_mask_large_coeff;
- /*==============================================================================
- SHADER INTERFACE
- ==============================================================================*/
- GLSL_IN vec2 v_texcoord;
- //------------------------------------------------------------------------------
- GLSL_OUT vec4 GLSL_OUT_FRAG_COLOR;
- /*==============================================================================
- MAIN
- ==============================================================================*/
- void main(void) {
- vec4 src_color = GLSL_TEXTURE(u_src_color, v_texcoord);
- vec4 mask_small = GLSL_TEXTURE(u_glow_mask_small, v_texcoord);
- vec4 mask_large = GLSL_TEXTURE(u_glow_mask_large, v_texcoord);
- GLSL_OUT_FRAG_COLOR = src_color;
-
- if (mask_large.a != 0.0) {
- // outside object inside mask_large
- float alpha_large_out = u_glow_mask_large_coeff * mask_large.a;
- alpha_large_out = clamp(alpha_large_out, 0.0, 1.0);
- GLSL_OUT_FRAG_COLOR.rgb = mix(GLSL_OUT_FRAG_COLOR.rgb, mask_large.rgb / mask_large.a, alpha_large_out);
- GLSL_OUT_FRAG_COLOR.a = mix(GLSL_OUT_FRAG_COLOR.a, 1.0, alpha_large_out);
- }
- if (mask_small.a != 0.0) {
- // outside object inside mask_small
-
- float alpha_small_out = u_glow_mask_small_coeff * mask_small.a;
- alpha_small_out = clamp(alpha_small_out, 0.0, 1.0);
- GLSL_OUT_FRAG_COLOR.rgb = mix(GLSL_OUT_FRAG_COLOR.rgb, mask_small.rgb / mask_small.a, alpha_small_out);
- GLSL_OUT_FRAG_COLOR.a = mix(GLSL_OUT_FRAG_COLOR.a, 1.0, alpha_small_out);
- }
- }
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