culturered_client/bin/Debug/ProjectDisplay/shader/fragment_shader.fs

150 lines
5.3 KiB
GLSL

#version 330 core
out vec4 FragColor;
in vec3 ourColor;
in vec2 TexCoord;
uniform float time;
uniform bool fusion;
uniform float alpha;
uniform sampler2D bgMap;
uniform sampler2D maskMap;
uniform sampler2D sourceMap;
uniform sampler2D textMap;
uniform sampler2D movieTextMap;
uniform sampler2D bgMapMask;
uniform sampler2D sourceAlphaMap;
vec3 rgb2hsl(vec3 color) {
float h, s, l;
float r = color.r;
float g = color.g;
float b = color.b;
float Cmax = max(max(r, g), b);
float Cmin = min(min(r, g), b);
l = (Cmax + Cmin) / 2.0;
if (Cmax == Cmin) {
h = 0.0;
s = 0.0;
} else {
float delta = Cmax - Cmin;
s = (l > 0.5) ? delta / (2.0 - l * 2.0) : delta / (l * 2.0);
if (r > g && r > b) {
h = (g - b) / delta + ((g < b) ? 6.0 : 0.0);
} else if (g > b) {
h = (b - r) / delta + 2.0;
} else {
h = (r - g) / delta + 4.0;
}
h = h / 6.0;
}
return vec3(h, s, l);
}
float hue2rgb(float M1, float M2, float hue) {
float c;
if (hue < 0.0) {
hue += 1.0;
} else if (hue > 1.0) {
hue -= 1.0;
}
if ((6.0 * hue) < 1.0) {
c = (M1 + (M2 - M1) * hue * 6.0);
} else if ((2.0 * hue) < 1.0) {
c = M2;
} else if ((3.0 * hue) < 2.0) {
c = (M1 + (M2 - M1) * ((2.0/3.0) - hue) * 6.0);
} else {
c = M1;
}
return c;
}
vec3 hsl2rgb(vec3 hsl) {
float M1, M2;
float hue = hsl.x;
float saturation = hsl.y;
float lightness = hsl.z;
vec3 color;
if (saturation == 0.0) {
color.r = lightness;
color.g = lightness;
color.b = lightness;
} else {
if (lightness < 0.5) {
M2 = lightness * (1.0 + saturation);
} else {
M2 = lightness + saturation - lightness * saturation;
}
M1 = (2.0 * lightness - M2);
color.r = hue2rgb(M1, M2, hue + (1.0/3.0));
color.g = hue2rgb(M1, M2, hue);
color.b = hue2rgb(M1, M2, hue - (1.0/3.0));
}
return color;
}
void main() {
vec4 bgColor = texture2D( bgMap, TexCoord );
vec4 bgMaskColor = texture2D( bgMapMask, TexCoord );
vec4 movieColor = texture2D( movieTextMap, TexCoord );
// vec3 hsl = rgb2hsl(bgColor);
// hsl.y *= 0.4;
// bgColor = hsl2rgb(hsl);
vec4 frgColor = vec4(1.0);
if (fusion) {
vec4 sourceColor = texture2D(sourceMap, TexCoord);
vec4 sourceColorAlpha = texture2D(sourceAlphaMap, TexCoord);
vec4 maskColor = texture2D(maskMap, TexCoord);
vec4 textColor = texture2D(textMap, TexCoord);
// sourceColor = sourceColor * (1 - maskColor);
vec4 sourceBgMask = mix(bgMaskColor, sourceColor, sourceColorAlpha.a );
float a = clamp(bgMaskColor.a * 10, 0.0, 1.0);
sourceBgMask = sourceBgMask * maskColor * a;
// vec4 maskLevel = level1 * maskColor;
// // bgMaskColor.rgb = bgMaskColor.rgb * maskColor.rgb;
// vec4 bgFrame = bgColor * (1 - clamp(ceil(bgMaskColor.a * 1.5), 0, 1));
// float x = abs((TexCoord.x - 0.5) * 2);
// x = (1 - x * 2.3 + 0.5);
// int s = int(sourceColor1.a) ^ int(sourceColor2.a);// + mix(maskLevel, bgMaskColor, bgMaskColor.a * alpha);
// float a = s * x;
// vec4 sourceAplha = sourceColor * a + sourceColor * (1 -s) ;
// vec4 sourceMix = mix(bgColor, bgMaskColor, bgMaskColor.a * alpha);
vec4 destAlpha = (1 - sourceColor.a) * maskColor;
frgColor = mix(bgColor, sourceBgMask, maskColor * alpha);
frgColor = mix(frgColor, sourceBgMask, bgMaskColor * maskColor * alpha) * (1 - textColor * alpha);
// float a = clamp(bgMaskColor.a * 10, 0.0, 1.0);
// float x = abs((TexCoord.x - 0.5) * 2);
// float ssa = sa * (1 - clamp(x * 2.5, 0, 1));
// sourceColor = sourceColor * a;// mix(bgMaskColor.rgb, sourceColor, a);
// maskColor = maskColor * a;
// vec3 sourceMix = mix(bgMaskColor.rgb, sourceColor, ssa);//, sourceColor * (1 - x ) * maskColor ; // mix(sourceColor, maskColor, maskColor);
// sourceMix = sourceMix * (1 - clamp(x * 0.6, 0, 1)) ;
// // bgColor = mix(bgColor, bgMaskColor.rgb, bgMaskColor.a * 0.9 * alpha);
// // sourceMix = mix(bgColor, sourceMix, (1.5 - x) * maskColor * alpha + 0.3);//bgMaskColor.a * alpha);
// float bsa = sa * (1 - x);
// sourceMix = mix(bgColor, sourceMix, maskColor * alpha);//);
// frgColor = vec4(sourceMix, 1.0) * ((1 - textColor * alpha) );//mix(textColor.rgb, , textColor.a);// (sourceMix * maskColor ) * alpha;
// clamp(mix(bgColor, sourceMix, sourceColor.a * alpha) + textColor * alpha + networkTextColor, 0, 1);
// if (TexCoord.x <= 0.2 || TexCoord.s >= 0.8) {
// frgColor = bgColor;
// } else {
// frgColor = clamp(mix(bgColor, sourceMix, maskColor * alpha) + textColor * alpha + networkTextColor, 0, 1);
// // clamp(mix(bgMix, sourceMix, maskColor * alpha) + textColor * alpha + networkTextColor, 0, 1);
// //mix (color, mix(sourceColor, maskColor, invBaseColor), 1);
// }
} else {
vec4 movieColor = texture2D(movieTextMap, TexCoord);
frgColor = mix(bgColor, movieColor, movieColor.a);
}
FragColor = frgColor;
}