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45 lines
1023 B
GLSL

#version 460
// OUT
// ---
in vec2 vUV;
out vec4 fragColor;
#include inc_map.glsl
uniform sampler2D iTex0;
uniform vec3 iGroup2_4[7];
void main() {
bool visible = iGroup2_4[0].x > 0;
bool invert = iGroup2_4[0].y > 0;
float rect = iGroup2_4[0].z;
vec2 uv2 = vUV;
if (visible) {
vec2 p1 = vec2(iGroup2_4[6].xy);
vec2 p2 = vec2(iGroup2_4[1].xy);
vec2 p3 = vec2(iGroup2_4[3].xy);
vec2 p4 = vec2(iGroup2_4[5].xy);
p2.x = 1 - p2.x;
p3.y = 1 - p3.y;
p4.x = 1 - p4.x;
p4.y = 1 - p4.y;
uv2 = project_4p(vUV, p1, p2, p3, p4);
}
vec4 color = texture(iTex0, invert ? vUV : uv2);
if (visible) {
float mask = step(0, uv2.x) * step(-1, -uv2.x) * step(0, uv2.y) * step(-1, -uv2.y);
color *= mix(mask, 1 - mask, invert ? 1 : 0);
color = mix(color, color + mask * vec4(1), rect * (step(uv2.x, 0.01) + step(uv2.y, 0.01) + step(1 - uv2.y, 0.01) + step(1 - uv2.x, 0.01)));
}
fragColor = color;
}