58 lines
1.2 KiB
GLSL
58 lines
1.2 KiB
GLSL
varying mediump vec2 TexCoords;
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varying mediump vec3 fg;
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varying highp float colored;
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varying mediump vec4 bg;
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uniform highp int renderingPass;
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uniform sampler2D mask;
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#define COLORED 1
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mediump float max_rgb(mediump vec3 mask) {
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return max(max(mask.r, mask.g), mask.b);
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}
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void render_text() {
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mediump vec4 mask = texture2D(mask, TexCoords);
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mediump float m_rgb = max_rgb(mask.rgb);
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if (renderingPass == 1) {
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gl_FragColor = vec4(mask.rgb, m_rgb);
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} else if (renderingPass == 2) {
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gl_FragColor = bg * (vec4(m_rgb) - vec4(mask.rgb, m_rgb));
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} else {
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gl_FragColor = vec4(fg, 1.) * vec4(mask.rgb, m_rgb);
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}
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}
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// Render colored bitmaps.
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void render_bitmap() {
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if (renderingPass == 2) {
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discard;
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}
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mediump vec4 mask = texture2D(mask, TexCoords);
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if (renderingPass == 1) {
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gl_FragColor = mask.aaaa;
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} else {
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gl_FragColor = mask;
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}
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}
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void main() {
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// Handle background pass drawing before anything else.
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if (renderingPass == 0) {
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if (bg.a == 0.0) {
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discard;
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}
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gl_FragColor = vec4(bg.rgb * bg.a, bg.a);
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return;
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}
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if (int(colored) == COLORED) {
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render_bitmap();
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} else {
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render_text();
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}
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}
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