lygia
/v1.1.6
/sample
/zero
)turns alpha to zero if it's outside the texture normalize coordinates
Dependencies:
Use:
<vec4> sampleZero(<SAMPLER_TYPE> tex, <vec2> st);
#ifndef FNC_SAMPLEZERO
#define FNC_SAMPLEZERO
vec4 sampleZero(SAMPLER_TYPE tex, vec2 st) {
return SAMPLER_FNC( tex, st ) * vec4(1.0,1.0,1.0, (st.x <= 0.0 || st.x >= 1.0 || st.y <= 0.0 || st.y >= 1.0)? 0.0 : 1.0);
}
vec4 sampleZero(SAMPLER_TYPE tex, vec2 st, float pad) {
return SAMPLER_FNC( tex, st ) * vec4(1.0,1.0,1.0, (st.x <= pad || st.x >= 1.0-pad || st.y <= pad || st.y >= 1.0 - pad)? 0.0 : 1.0);
}
vec4 sampleZero(SAMPLER_TYPE tex, vec2 st, vec2 pad) {
return SAMPLER_FNC( tex, st ) * vec4(1.0,1.0,1.0, (st.x <= pad.x || st.x >= 1.0-pad.x || st.y <= pad.y || st.y >= 1.0 - pad.y)? 0.0 : 1.0);
}
vec4 sampleZero(SAMPLER_TYPE tex, vec2 st, vec4 pad) {
return SAMPLER_FNC( tex, st ) * vec4(1.0,1.0,1.0, (st.x <= pad.x || st.x >= pad.z || st.y <= pad.y || st.y >= pad.w)? 0.0 : 1.0);
}
#ifdef STR_AABB
vec4 sampleZero(SAMPLER_TYPE tex, vec2 st, AABB pad) {
return SAMPLER_FNC( tex, st ) * vec4(1.0,1.0,1.0, (st.x <= pad.min.x || st.x >= pad.max.x || st.y <= pad.min.y || st.y >= pad.max.y)? 0.0 : 1.0);
}
#endif
#endif
Dependencies:
Use:
<float4> sampleZero(<SAMPLER_TYPE> tex, <float2> st);
#ifndef FNC_SAMPLEZERO
#define FNC_SAMPLEZERO
float4 sampleZero(SAMPLER_TYPE tex, float2 st) {
return SAMPLER_FNC( tex, st ) * float4(1.0,1.0,1.0, (st.x <= 0.0 || st.x >= 1.0 || st.y <= 0.0 || st.y >= 1.0)? 0.0 : 1.0);
}
#endif
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