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mod_core/shaders/2d_cubism_mask_mul.gdshader
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2026-09-10 10:59:36 +03:00

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// SPDX-License-Identifier: MIT
// SPDX-FileCopyrightText: 2023 MizunagiKB <mizukb@live.jp>
// GDCubism shader: Mask + Mul
shader_type canvas_item;
render_mode blend_mul, unshaded;
uniform vec4 color_base : source_color;
uniform vec4 color_screen : source_color;
uniform vec4 color_multiply : source_color;
uniform vec4 channel : source_color;
uniform sampler2D tex_main : filter_linear_mipmap;
uniform sampler2D tex_mask : filter_linear_mipmap;
uniform float mask_scale;
uniform vec2 canvas_size;
uniform vec2 mesh_offset;
varying vec2 MASK_UV;
varying vec4 modulate;
void vertex() {
vec2 mask_size = vec2(textureSize(tex_mask, 0)) / mask_scale;
vec2 mask_vtx = VERTEX - mesh_offset;
MASK_UV = mask_vtx / mask_size;
modulate = COLOR;
}
void fragment() {
vec4 color_tex = texture(tex_main, UV);
color_tex.rgb = color_tex.rgb * color_multiply.rgb;
// premul alpha
color_tex.rgb = color_tex.rgb + color_screen.rgb - (color_tex.rgb * color_screen.rgb);
vec4 color_for_mask = color_tex * color_base * modulate;
color_for_mask.rgb = color_for_mask.rgb * color_for_mask.a;
vec4 clip_mask = texture(tex_mask, MASK_UV) * channel;
float mask_val = clip_mask.r + clip_mask.g + clip_mask.b + clip_mask.a;
color_for_mask = color_for_mask * mask_val;
COLOR = vec4(
color_for_mask.r + (1.0 - color_for_mask.a),
color_for_mask.g + (1.0 - color_for_mask.a),
color_for_mask.b + (1.0 - color_for_mask.a),
1.0
);
}