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-rw-r--r--src/render/shaders/glsl/CMrgbadiscard.frag44
1 files changed, 44 insertions, 0 deletions
diff --git a/src/render/shaders/glsl/CMrgbadiscard.frag b/src/render/shaders/glsl/CMrgbadiscard.frag
new file mode 100644
index 00000000..9be2ed97
--- /dev/null
+++ b/src/render/shaders/glsl/CMrgbadiscard.frag
@@ -0,0 +1,44 @@
+#version 300 es
+#extension GL_ARB_shading_language_include : enable
+
+precision highp float;
+in vec2 v_texcoord;
+uniform sampler2D tex;
+
+uniform int sourceTF; // eTransferFunction
+uniform int targetTF; // eTransferFunction
+uniform mat3 targetPrimariesXYZ;
+
+uniform float alpha;
+
+uniform bool discardOpaque;
+uniform bool discardAlpha;
+uniform float discardAlphaValue;
+
+uniform bool applyTint;
+uniform vec3 tint;
+
+#include "rounding.glsl"
+#include "CM.glsl"
+
+layout(location = 0) out vec4 fragColor;
+void main() {
+ vec4 pixColor = texture(tex, v_texcoord);
+
+ if (discardOpaque && pixColor.a * alpha == 1.0)
+ discard;
+
+ if (discardAlpha && pixColor.a <= discardAlphaValue)
+ discard;
+
+ // this shader shouldn't be used when skipCM == 1
+ pixColor = doColorManagement(pixColor, sourceTF, targetTF, targetPrimariesXYZ);
+
+ if (applyTint)
+ pixColor.rgb *= tint;
+
+ if (radius > 0.0)
+ pixColor = rounding(pixColor);
+
+ fragColor = pixColor * alpha;
+}