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April 6, 2020 17:00
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Alpha mask on shader for Godot
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shader_type canvas_item; | |
uniform sampler2D base_mask: texture; | |
uniform vec2 size; | |
uniform vec2 scale; | |
uniform vec2 position; | |
uniform vec2 region; | |
vec2 uv(vec2 uv) { | |
vec2 s = vec2(size.x / scale.x, size.x / scale.y); | |
vec2 p = vec2(position.x / (size.x / s.x), position.y / (size.y / s.y)); | |
return vec2(uv.x * s.x - p.x, uv.y * s.y - p.y); | |
} | |
void fragment() { | |
vec4 base = texture(TEXTURE, UV).rgba; | |
base.a = texture(base_mask, uv(UV)).a; | |
COLOR = base; | |
} |
I needed a shrinked masked image however when I did this UV seems weird so I had to cut. Btw you don't use region uniform
this is not my code. I only collect.
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I needed a shrinked masked image however when I did this UV seems weird so I had to cut. Btw you don't use region uniform