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DefaultShaders.cpp
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/* ***** BEGIN LICENSE BLOCK *****
* This file is part of Natron <https://natrongithub.github.io/>,
* (C) 2018-2021 The Natron developers
* (C) 2013-2018 INRIA and Alexandre Gauthier-Foichat
*
* Natron is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* Natron is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Natron. If not, see <http://www.gnu.org/licenses/gpl-2.0.html>
* ***** END LICENSE BLOCK ***** */
// ***** BEGIN PYTHON BLOCK *****
// from <https://docs.python.org/3/c-api/intro.html#include-files>:
// "Since Python may define some pre-processor definitions which affect the standard headers on some systems, you must include Python.h before any standard headers are included."
#include <Python.h>
// ***** END PYTHON BLOCK *****
#include "DefaultShaders.h"
NATRON_NAMESPACE_ENTER
const char* fillConstant_FragmentShader =
"uniform vec4 fillColor;\n"
"\n"
"void main() {\n"
" gl_FragColor = fillColor;\n"
"}";
const char* applyMaskMix_FragmentShader =
"uniform sampler2D originalImageTex;\n"
"uniform sampler2D outputImageTex;\n"
"uniform sampler2D maskImageTex;\n"
"uniform float mixValue;\n"
"\n"
"void main() {\n"
" vec4 srcColor = texture2D(originalImageTex,gl_TexCoord[0].st);\n"
" vec4 dstColor = texture2D(outputImageTex,gl_TexCoord[0].st);\n"
" float alpha;\n"
"#ifdef MASK_ENABLED \n"
" vec4 maskColor = texture2D(maskImageTex,gl_TexCoord[0].st);\n"
" alpha = mixValue * maskColor.a;\n"
"#else\n"
" alpha = mixValue;\n"
"#endif\n"
" gl_FragColor = dstColor * alpha + (1.0 - alpha) * srcColor;\n"
"}";
const char* copyUnprocessedChannels_FragmentShader =
"uniform sampler2D originalImageTex;\n"
"uniform sampler2D outputImageTex;\n"
"\n"
"void main() {\n"
" vec4 srcColor = texture2D(originalImageTex,gl_TexCoord[0].st);\n"
" vec4 dstColor = texture2D(outputImageTex,gl_TexCoord[0].st);\n"
"#ifdef DO_R\n"
" gl_FragColor.r = srcColor.r;\n"
"#else\n"
" gl_FragColor.r = dstColor.r;\n"
"#endif\n"
"#ifdef DO_G\n"
" gl_FragColor.g = srcColor.g;\n"
"#else\n"
" gl_FragColor.g = dstColor.g;\n"
"#endif\n"
"#ifdef DO_B\n"
" gl_FragColor.b = srcColor.b;\n"
"#else\n"
" gl_FragColor.b = dstColor.b;\n"
"#endif\n"
"#ifdef DO_A\n"
" gl_FragColor.a = srcColor.a;\n"
"#else\n"
" gl_FragColor.a = dstColor.a;\n"
"#endif\n"
"}";
NATRON_NAMESPACE_EXIT