mirror of
https://github.com/processing/processing4.git
synced 2026-06-16 04:26:26 +02:00
Updated shader examples
This commit is contained in:
@@ -14,7 +14,7 @@ void setup() {
|
||||
maskImage = createGraphics(srcImage.width, srcImage.height, P2D);
|
||||
maskImage.noSmooth();
|
||||
maskShader = loadShader("mask.glsl");
|
||||
maskShader.set("maskSampler", maskImage);
|
||||
maskShader.set("mask", maskImage);
|
||||
background(255);
|
||||
}
|
||||
|
||||
|
||||
@@ -3,15 +3,17 @@ precision mediump float;
|
||||
precision mediump int;
|
||||
#endif
|
||||
|
||||
uniform sampler2D textureSampler;
|
||||
uniform sampler2D maskSampler;
|
||||
#define PROCESSING_TEXTURE_SHADER
|
||||
|
||||
uniform vec2 texcoordOffset;
|
||||
uniform sampler2D texture;
|
||||
uniform sampler2D mask;
|
||||
|
||||
uniform vec2 texOffset;
|
||||
varying vec4 vertColor;
|
||||
varying vec4 vertTexcoord;
|
||||
varying vec4 vertTexCoord;
|
||||
|
||||
void main() {
|
||||
vec4 texColor = texture2D(textureSampler, vertTexcoord.st).rgba;
|
||||
vec4 maskColor = texture2D(maskSampler, vec2(vertTexcoord.s, 1.0 - vertTexcoord.t)).rgba;
|
||||
vec4 texColor = texture2D(texture, vertTexCoord.st).rgba;
|
||||
vec4 maskColor = texture2D(mask, vec2(vertTexCoord.s, 1.0 - vertTexCoord.t)).rgba;
|
||||
gl_FragColor = mix(texColor, vec4(0, 0, 0, 0), 1.0 - maskColor.r);
|
||||
}
|
||||
Reference in New Issue
Block a user