11 static constexpr
const char* vertex = R
"(uniform mat4 u_matrix;
12 uniform vec2 u_pattern_size_a;
13 uniform vec2 u_pattern_size_b;
14 uniform vec2 u_pixel_coord_upper;
15 uniform vec2 u_pixel_coord_lower;
16 uniform float u_scale_a;
17 uniform float u_scale_b;
18 uniform float u_tile_units_to_pixels;
20 layout (location = 0) in vec2 a_pos;
25 gl_Position = u_matrix * vec4(a_pos, 0, 1);
27 v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, u_scale_a * u_pattern_size_a, u_tile_units_to_pixels, a_pos);
28 v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, u_scale_b * u_pattern_size_b, u_tile_units_to_pixels, a_pos);
31 static constexpr
const char* fragment = R
"(uniform vec2 u_pattern_tl_a;
32 uniform vec2 u_pattern_br_a;
33 uniform vec2 u_pattern_tl_b;
34 uniform vec2 u_pattern_br_b;
35 uniform vec2 u_texsize;
37 uniform float u_opacity;
39 uniform sampler2D u_image;
45 vec2 imagecoord = mod(v_pos_a, 1.0);
46 vec2 pos = mix(u_pattern_tl_a / u_texsize, u_pattern_br_a / u_texsize, imagecoord);
47 vec4 color1 = texture(u_image, pos);
49 vec2 imagecoord_b = mod(v_pos_b, 1.0);
50 vec2 pos2 = mix(u_pattern_tl_b / u_texsize, u_pattern_br_b / u_texsize, imagecoord_b);
51 vec4 color2 = texture(u_image, pos2);
53 fragColor = mix(color1, color2, u_mix) * u_opacity;
55 #ifdef OVERDRAW_INSPECTOR
56 fragColor = vec4(1.0);
@ OpenGL
The OpenGL API backend.
BuiltIn
This enum is used with the ShaderSource template to select source code for the desired program and gr...
@ BackgroundPatternProgram
Select shader source based on a program type and a desired graphics API.