59 lines
1.1 KiB
Plaintext
59 lines
1.1 KiB
Plaintext
#version 330 core
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// Interpolated values from the vertex shaders
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in vec2 UV;
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// Ouput data
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out vec3 color;
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// Values that stay constant for the whole mesh.
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uniform sampler2D trimap;
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uniform sampler2D foreground;
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uniform sampler2D background;
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// Relative width/height of a pixel
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uniform float pixWidth;
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uniform float pixHeight;
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int IS_BACKGROUND = 0;
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int IS_UNDEFINED = 1;
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int IS_FOREGROUND = 2;
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int UNSET = -1;
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vec3 getTriColor(vec2 uvCoord) {
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return texture(trimap, uvCoord).rgb;
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}
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vec3 getForeColor(vec2 uvCoord) {
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return texture(foreground, uvCoord).rgb;
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}
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vec3 getBackColor(vec2 uvCoord) {
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return texture(background, uvCoord).rgb;
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}
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int getState(vec3 c) {
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if (all(lessThanEqual(c, vec3(0.2f)))) {
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return IS_BACKGROUND;
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} else if (all(greaterThanEqual(c, vec3(0.8f)))) {
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return IS_FOREGROUND;
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} else {
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return IS_UNDEFINED;
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}
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}
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void main(){
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color = getTriColor(UV);
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int status = getState(color);
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if (status==IS_FOREGROUND) {
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color = getForeColor(UV).rgb;
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} else if (status==IS_BACKGROUND) {
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color = getBackColor(UV).rgb;
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} else {
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// render undefined area
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}
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}
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