2013-09-23 05:15:01 +00:00
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/* Shader for approximating the way RMXP does bitmap
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* blending via DirectDraw */
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2013-09-01 14:27:21 +00:00
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uniform sampler2D source;
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uniform sampler2D destination;
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uniform vec4 subRect;
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uniform float opacity;
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2013-09-23 05:15:01 +00:00
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varying vec2 v_texCoord;
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2013-09-01 14:27:21 +00:00
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void main()
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{
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2013-09-23 05:15:01 +00:00
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vec2 coor = v_texCoord;
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2013-09-01 14:27:21 +00:00
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vec2 dstCoor = (coor - subRect.xy) * subRect.zw;
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vec4 srcFrag = texture2D(source, coor);
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vec4 dstFrag = texture2D(destination, dstCoor);
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vec4 resFrag;
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2014-01-31 09:08:05 +00:00
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float co1 = srcFrag.a * opacity;
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float co2 = dstFrag.a * (1.0 - co1);
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resFrag.a = co1 + co2;
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2013-09-01 14:27:21 +00:00
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2014-01-31 09:08:05 +00:00
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if (resFrag.a == 0.0)
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2013-12-20 06:39:11 +00:00
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resFrag.rgb = srcFrag.rgb;
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else
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2014-01-31 09:08:05 +00:00
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resFrag.rgb = (co1*srcFrag.rgb + co2*dstFrag.rgb) / resFrag.a;
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2013-09-01 14:27:21 +00:00
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gl_FragColor = resFrag;
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}
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