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https://github.com/Doodle3D/Doodle3D-Core.git
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28 lines
578 B
GLSL
28 lines
578 B
GLSL
uniform float opacity;
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uniform sampler2D tMatcap;
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uniform vec3 color;
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varying vec2 vNormal;
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vec4 screen(vec4 b, vec4 s) {
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return b + s - (b * s);
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}
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vec4 multiply(vec4 b, vec4 s) {
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return b * s;
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}
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// source https://www.w3.org/TR/compositing-1/#blendingdarken
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vec4 hardLight(vec4 b, vec4 s) {
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if (length(s) < .5) {
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return multiply(b, 2. * s);
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} else {
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return screen(b, 2. * s - 1.);
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}
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}
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void main() {
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vec4 matcap = texture2D(tMatcap, vNormal);
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vec4 coloredMatcap = hardLight(matcap, vec4(color, 1.));
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gl_FragColor = vec4(coloredMatcap.rgb, opacity);
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}
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