🔧 Use methods shader I/O
This commit is contained in:
@@ -54,14 +54,8 @@ void main() {
|
||||
// Assemble the final alpha value.
|
||||
float mask = tbMask * lrMask * ffMask;
|
||||
|
||||
oColor = texture2D(uTexture, coords);
|
||||
|
||||
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
|
||||
if (oColor.a > 0.0) {
|
||||
oColor.rgb /= oColor.a;
|
||||
}
|
||||
|
||||
oColor.rgb = mix(oColor.rgb, uColor.rgb * oColor.a, smoothstep(0.0, 1.0, prog));
|
||||
vec4 oColor = getInputColor(coords);
|
||||
oColor.rgb = mix(oColor.rgb, uColor.rgb * oColor.a, smoothstep(0.0, 1.0, prog));
|
||||
oColor.a *= mask;
|
||||
|
||||
// These are pretty useful for understanding how this works.
|
||||
@@ -69,4 +63,6 @@ void main() {
|
||||
// oColor = vec4(vec3(lrMask), 1);
|
||||
// oColor = vec4(vec3(ffMask), 1);
|
||||
// oColor = vec4(vec3(mask), 1);
|
||||
|
||||
setOutputColor(oColor);
|
||||
}
|
||||
Reference in New Issue
Block a user