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authorTim Redfern <tim@getdrop.com>2017-10-16 16:24:04 +0100
committerTim Redfern <tim@getdrop.com>2017-10-16 16:24:04 +0100
commita3c99df80c201e56a32eb5fe650d45e9a9ccaee2 (patch)
tree5e070309793bf11d04e05919a3fb07b1e1157f62 /keyshade/bin/data/shader.frag
parent5116dea8815de81ddaef299fdcae15f56ae3a87b (diff)
shader compiles
Diffstat (limited to 'keyshade/bin/data/shader.frag')
-rw-r--r--keyshade/bin/data/shader.frag38
1 files changed, 38 insertions, 0 deletions
diff --git a/keyshade/bin/data/shader.frag b/keyshade/bin/data/shader.frag
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+++ b/keyshade/bin/data/shader.frag
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+#version 150
+
+uniform vec4 keyColour;
+uniform float keyMinDist;
+uniform float keyMaxDist;
+
+// these are our textures
+uniform sampler2DRect backgroundTex;
+uniform sampler2DRect foregroundTex;
+
+// this comes from the vertex shader
+in vec2 texCoordVarying;
+
+
+
+// this is the output of the fragment shader
+out vec4 outputColor;
+
+void main()
+{
+ // Get color values from the background and foreground
+ vec4 back = texture(backgroundTex, texCoordVarying);
+ vec4 fore = texture(foregroundTex, texCoordVarying);
+
+ // get alpha from mask
+ float mask = texture(backgroundTex, texCoordVarying).r;
+
+ vec4 delta = back - keyColour;
+ float distance2 = dot( delta, delta );
+ float weight = clamp( (distance2 - keyMinDist) / (keyMaxDist - keyMinDist) ,0.0,1.0);
+
+ //float4 transparent = IN.color;
+ //transparent.w = 0;
+ //OUT.color = lerp( transparent, IN.color, weight );
+
+ //mix colors from background and foreground based on the mask value
+ outputColor = mix(fore , back, weight);
+}