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Add an alpha uniform to the IndexMap shader

In case users don't want the effect to affect the alpha channel
This commit is contained in:
Emmanouil Papadeas 2024-09-02 02:21:48 +03:00
parent 167b0d863c
commit 9cac98c941

View file

@ -3,6 +3,7 @@ shader_type canvas_item;
render_mode unshaded; render_mode unshaded;
uniform sampler2D map_texture : filter_nearest; // The map texture uniform sampler2D map_texture : filter_nearest; // The map texture
uniform bool alpha = false;
// (begin DESCRIPTION) // (begin DESCRIPTION)
// The Red and Green values (0-255) of tool color will be treated as an x and y position // The Red and Green values (0-255) of tool color will be treated as an x and y position
@ -14,5 +15,8 @@ void fragment(){
vec2 map_size = vec2(textureSize(map_texture, 0)); vec2 map_size = vec2(textureSize(map_texture, 0));
vec2 lookup_uv = vec2(round(col.x * 255.0)/(map_size.x), round(col.y * 255.0)/(map_size.y)); vec2 lookup_uv = vec2(round(col.x * 255.0)/(map_size.x), round(col.y * 255.0)/(map_size.y));
vec4 index_color = texture(map_texture, lookup_uv); vec4 index_color = texture(map_texture, lookup_uv);
COLOR = index_color; COLOR.rgb = index_color.rgb;
if (alpha) {
COLOR.a = index_color.a;
}
} }