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libreoffice/vcl/opengl/blendedTextureFragmentShader.glsl
Tomaž Vajngerl bdce4e2919 opengl: push mask coords to the shaders along the image coords
If using the same texture to store the image and mask data (for
example when using texture atlas) the mask and image (RGB) coords
aren't the same anymore. With this commit we always define the mask
coords separately.

Change-Id: Ie33f87a6e9ab398972c6a3d5938e5f1364c82d36
2015-08-24 19:08:10 +09:00

32 lines
886 B
GLSL

/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/*
* This file is part of the LibreOffice project.
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/.
*/
varying vec2 tex_coord;
varying vec2 alpha_coord;
varying vec2 mask_coord;
uniform sampler2D sampler;
uniform sampler2D mask;
uniform sampler2D alpha;
void main()
{
vec4 texel0, texel1, texel2;
texel0 = texture2D(sampler, tex_coord);
texel1 = texture2D(mask, mask_coord);
texel2 = texture2D(alpha, alpha_coord);
gl_FragColor = texel0;
/* Only blend if the alpha texture wasn't fully transparent */
gl_FragColor.a = 1.0 - (1.0 - floor(texel2.r)) * texel1.r;
}
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */