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- // Samplers
- varying vec2 vUV;
- varying vec4 vColor;
- uniform vec4 textureMask;
- uniform sampler2D diffuseSampler;
- #include<clipPlaneFragmentDeclaration>
- #include<imageProcessingDeclaration>
- #include<helperFunctions>
- #include<imageProcessingFunctions>
- #ifdef RAMPGRADIENT
- varying vec4 remapRanges;
- uniform sampler2D rampSampler;
- #endif
- void main(void) {
- #include<clipPlaneFragment>
- vec4 textureColor = texture2D(diffuseSampler, vUV);
- vec4 baseColor = (textureColor * textureMask + (vec4(1., 1., 1., 1.) - textureMask)) * vColor;
- #ifdef RAMPGRADIENT
- float alpha = baseColor.a;
- float remappedColorIndex = clamp((alpha - remapRanges.x) / remapRanges.y, 0.0, 1.0);
- vec4 rampColor = texture2D(rampSampler, vec2(1.0 - remappedColorIndex, 0.));
- baseColor.rgb *= rampColor.rgb;
- // Remapped alpha
- float finalAlpha = baseColor.a;
- baseColor.a = clamp((alpha * rampColor.a - remapRanges.z) / remapRanges.w, 0.0, 1.0);
- #endif
- #ifdef BLENDMULTIPLYMODE
- float sourceAlpha = vColor.a * textureColor.a;
- baseColor.rgb = baseColor.rgb * sourceAlpha + vec3(1.0) * (1.0 - sourceAlpha);
- #endif
- // Apply image processing if relevant. As this applies in linear space,
- // We first move from gamma to linear.
- #ifdef IMAGEPROCESSINGPOSTPROCESS
- baseColor.rgb = toLinearSpace(baseColor.rgb);
- #else
- #ifdef IMAGEPROCESSING
- baseColor.rgb = toLinearSpace(baseColor.rgb);
- baseColor = applyImageProcessing(baseColor);
- #endif
- #endif
- gl_FragColor = baseColor;
- }
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