layerview_composite.shader 2.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778
  1. [shaders]
  2. vertex =
  3. uniform highp mat4 u_modelViewProjectionMatrix;
  4. attribute highp vec4 a_vertex;
  5. attribute highp vec2 a_uvs;
  6. varying highp vec2 v_uvs;
  7. void main()
  8. {
  9. gl_Position = u_modelViewProjectionMatrix * a_vertex;
  10. v_uvs = a_uvs;
  11. }
  12. fragment =
  13. uniform sampler2D u_layer0;
  14. uniform sampler2D u_layer1;
  15. uniform sampler2D u_layer2;
  16. uniform vec2 u_offset[9];
  17. uniform vec4 u_background_color;
  18. uniform float u_outline_strength;
  19. uniform vec4 u_outline_color;
  20. varying vec2 v_uvs;
  21. float kernel[9];
  22. const vec3 x_axis = vec3(1.0, 0.0, 0.0);
  23. const vec3 y_axis = vec3(0.0, 1.0, 0.0);
  24. const vec3 z_axis = vec3(0.0, 0.0, 1.0);
  25. void main()
  26. {
  27. kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0;
  28. kernel[3] = 1.0; kernel[4] = -4.0; kernel[5] = 1.0;
  29. kernel[6] = 0.0; kernel[7] = 1.0; kernel[8] = 0.0;
  30. vec4 result = u_background_color;
  31. vec4 main_layer = texture2D(u_layer0, v_uvs);
  32. vec4 selection_layer = texture2D(u_layer1, v_uvs);
  33. vec4 layerview_layer = texture2D(u_layer2, v_uvs);
  34. result = main_layer * main_layer.a + result * (1.0 - main_layer.a);
  35. result = layerview_layer * layerview_layer.a + result * (1.0 - layerview_layer.a);
  36. vec4 sum = vec4(0.0);
  37. for (int i = 0; i < 9; i++)
  38. {
  39. vec4 color = vec4(texture2D(u_layer1, v_uvs.xy + u_offset[i]).a);
  40. sum += color * (kernel[i] / u_outline_strength);
  41. }
  42. if((selection_layer.rgb == x_axis || selection_layer.rgb == y_axis || selection_layer.rgb == z_axis))
  43. {
  44. gl_FragColor = result;
  45. }
  46. else
  47. {
  48. gl_FragColor = mix(result, u_outline_color, abs(sum.a));
  49. }
  50. }
  51. [defaults]
  52. u_layer0 = 0
  53. u_layer1 = 1
  54. u_layer2 = 2
  55. u_background_color = [0.965, 0.965, 0.965, 1.0]
  56. u_outline_strength = 1.0
  57. u_outline_color = [0.05, 0.66, 0.89, 1.0]
  58. [bindings]
  59. [attributes]
  60. a_vertex = vertex
  61. a_uvs = uv