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/* ColorMaskedTextureBlitShader: Shader for color-keyed blitting of 2D rectangle textures.
// OpenGL program has to setup the the "color-key" value that is considered
// background color and discarded during the blit.
//
// (w)2011 by Mario Kleiner. Licensed under MIT license.
*/
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect Image;
uniform float epsilon;
uniform vec3 backgroundColor;
void main()
{
/* Fetch texel color at current location: */
vec4 texcolor = texture2DRect(Image, gl_TexCoord[0].st);
/* If texel color matches background color key --> Discard fragment */
if (distance(texcolor.rgb, backgroundColor) < epsilon) discard;
/* Assign, with modulateColor applied: */
gl_FragColor = texcolor * gl_Color;
}
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