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1.4 kBPlain TextView Raw
1uniform float u_fade_t;
2uniform float u_opacity;
3uniform sampler2D u_image0;
4uniform sampler2D u_image1;
5varying vec2 v_pos0;
6varying vec2 v_pos1;
7
8uniform float u_brightness_low;
9uniform float u_brightness_high;
10
11uniform float u_saturation_factor;
12uniform float u_contrast_factor;
13uniform vec3 u_spin_weights;
14
15void main() {
16
17 // read and cross-fade colors from the main and parent tiles
18 vec4 color0 = texture2D(u_image0, v_pos0);
19 vec4 color1 = texture2D(u_image1, v_pos1);
20 if (color0.a > 0.0) {
21 color0.rgb = color0.rgb / color0.a;
22 }
23 if (color1.a > 0.0) {
24 color1.rgb = color1.rgb / color1.a;
25 }
26 vec4 color = mix(color0, color1, u_fade_t);
27 color.a *= u_opacity;
28 vec3 rgb = color.rgb;
29
30 // spin
31 rgb = vec3(
32 dot(rgb, u_spin_weights.xyz),
33 dot(rgb, u_spin_weights.zxy),
34 dot(rgb, u_spin_weights.yzx));
35
36 // saturation
37 float average = (color.r + color.g + color.b) / 3.0;
38 rgb += (average - rgb) * u_saturation_factor;
39
40 // contrast
41 rgb = (rgb - 0.5) * u_contrast_factor + 0.5;
42
43 // brightness
44 vec3 u_high_vec = vec3(u_brightness_low, u_brightness_low, u_brightness_low);
45 vec3 u_low_vec = vec3(u_brightness_high, u_brightness_high, u_brightness_high);
46
47 gl_FragColor = vec4(mix(u_high_vec, u_low_vec, rgb) * color.a, color.a);
48
49#ifdef OVERDRAW_INSPECTOR
50 gl_FragColor = vec4(1.0);
51#endif
52}