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Pixelorama/src/Shaders/Effects/GradientMap.gdshader

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shader_type canvas_item;
2022-06-11 21:27:59 +00:00
render_mode unshaded;
Implement layer effects (#940) * Basic logic for layer effects * Add an FX button and the ability to add effects, no way to remove or change properties of effects yet * Basic and ugly UI for adding and removing effects, no property changing yet * Swap effects * Fix preload shader paths * Change parameters for layer effects * Change gradient parameter in layer effect shaders, and other fixes * Use CollapsibleContainers for the shader properties * Set the correct gradient interpolation mode and color space in the UI * Make effects of group layers apply to children * Change `apply_fx` to `apply_effects`, formatting, some extra doc comments * Apply effects to other canvases, when merging layers and when exporting * Display humanized names of the shader unifrms * Some UI improvements to the LayerEffectsSettings * Add an Enabled button in the layer effects window, and change checkboxes to checkbuttons * Change BaseLayer.apply_effects() to take a cel as a parameter instead * Make layer effect buttons be affected by the modulate icon color * Add option in the View menu whether layer effects are displayed in the canvas or not * Rename `apply_effects()` to `display_effects()` * Add translation strings * Add nearest filter to the gradient map * Don't change Main.tscn * Fix more translations * Change the default cursor shape of the generated UI elements of the layer effects * Add undo/redo and effect application (apply effect destructively) There are some errors due to the usage of anonymous lambda methods in undo/redo, but it seems to be working well regardless. * Make layer effect application work on all cels
2023-11-21 23:06:25 +00:00
uniform sampler2D gradient_map : filter_nearest; // GradientTexture
uniform sampler2D selection : filter_nearest;
void fragment() {
vec4 original_color = texture(TEXTURE, UV);
vec4 selection_color = texture(selection, UV);
vec4 output = original_color;
float value = (0.2126 * original_color.r) + (0.7152 * original_color.g) + (0.0722 * original_color.b);
Implement layer effects (#940) * Basic logic for layer effects * Add an FX button and the ability to add effects, no way to remove or change properties of effects yet * Basic and ugly UI for adding and removing effects, no property changing yet * Swap effects * Fix preload shader paths * Change parameters for layer effects * Change gradient parameter in layer effect shaders, and other fixes * Use CollapsibleContainers for the shader properties * Set the correct gradient interpolation mode and color space in the UI * Make effects of group layers apply to children * Change `apply_fx` to `apply_effects`, formatting, some extra doc comments * Apply effects to other canvases, when merging layers and when exporting * Display humanized names of the shader unifrms * Some UI improvements to the LayerEffectsSettings * Add an Enabled button in the layer effects window, and change checkboxes to checkbuttons * Change BaseLayer.apply_effects() to take a cel as a parameter instead * Make layer effect buttons be affected by the modulate icon color * Add option in the View menu whether layer effects are displayed in the canvas or not * Rename `apply_effects()` to `display_effects()` * Add translation strings * Add nearest filter to the gradient map * Don't change Main.tscn * Fix more translations * Change the default cursor shape of the generated UI elements of the layer effects * Add undo/redo and effect application (apply effect destructively) There are some errors due to the usage of anonymous lambda methods in undo/redo, but it seems to be working well regardless. * Make layer effect application work on all cels
2023-11-21 23:06:25 +00:00
vec4 gradient_color = texture(gradient_map, vec2(value, 0.0));
output.rgb = gradient_color.rgb;
output.a *= gradient_color.a;
COLOR = mix(original_color, output, selection_color.a);
}