gtk2/gsk/gl/resources/mask.glsl

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// VERTEX_SHADER:
// mask.glsl
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
vUv = vec2(aUv.x, aUv.y);
}
// FRAGMENT_SHADER:
// mask.glsl
uniform int u_mode;
uniform sampler2D u_mask;
void main() {
vec4 source = GskTexture(u_source, vUv);
vec4 mask = GskTexture(u_mask, vUv);
float mask_value;
if (u_mode == 0)
mask_value = mask.a;
else if (u_mode == 1)
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mask_value = 1.0 - mask.a;
else if (u_mode == 2)
mask_value = (0.2126 * mask.r + 0.7152 * mask.g + 0.0722 * mask.b) * mask.a;
else if (u_mode == 3)
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mask_value = 1.0 - (0.2126 * mask.r + 0.7152 * mask.g + 0.0722 * mask.b) * mask.a;
else
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mask_value = 0.0;
gskSetOutputColor(vec4 (source * mask_value));
}