Mixing Two Textures in Metal Shader












0















I have two transparent textures. First one is Source texture, Second one is Mask Texture. I want to mix two textures.



Scenario 1




  • source texture having color and Alpha Mask Texture Having color and Alpha

  • Resultant Color and alpha should be multiplied


Scenario 2




  • source texture having color and Alpha Mask Texture alpha is Zero

  • Resultant Color and alpha should be Source Texture Color and Alpha


Scenario 3




  • source texture having Alpha zero Mask Texture alpha is having color and alpha

  • Resultant Color and alpha should be Zero


How can I achieve this in metal Fragment shader.



fragment float4 fragmentShaderone(VertexOut params[[stage_in]],
texture2d<float, access::sample>srcTexture [[texture(0)]],
texture2d<float, access::sample> maskTexture [[texture(1)]])
{

constexpr sampler defaultSampler;

float srcColor = float4(texture.sample(defaultSampler, float2(params.textureCoordinates))) * float4(1,0,0,40.0/255.0);

float4 maskColor = float4(texture4.sample(defaultSampler, float2(params.textureCoordinates))) ;

return srcColor * maskColor

}


If I do like this Scenario 2 is missing. Anyway to solve in metal fragment shader. I need three scenarios to be satisfied.










share|improve this question

























  • why you multiple float4(texture.sample(defaultSampler, float2(params.textureCoordinates))) * float4(1,0,0,40.0/255.0) ?

    – Jatin Kathrotiya
    Nov 21 '18 at 6:25











  • That is a single color image so to make it red with alpha I am multiplying

    – Ruban4Axis
    Nov 21 '18 at 6:26
















0















I have two transparent textures. First one is Source texture, Second one is Mask Texture. I want to mix two textures.



Scenario 1




  • source texture having color and Alpha Mask Texture Having color and Alpha

  • Resultant Color and alpha should be multiplied


Scenario 2




  • source texture having color and Alpha Mask Texture alpha is Zero

  • Resultant Color and alpha should be Source Texture Color and Alpha


Scenario 3




  • source texture having Alpha zero Mask Texture alpha is having color and alpha

  • Resultant Color and alpha should be Zero


How can I achieve this in metal Fragment shader.



fragment float4 fragmentShaderone(VertexOut params[[stage_in]],
texture2d<float, access::sample>srcTexture [[texture(0)]],
texture2d<float, access::sample> maskTexture [[texture(1)]])
{

constexpr sampler defaultSampler;

float srcColor = float4(texture.sample(defaultSampler, float2(params.textureCoordinates))) * float4(1,0,0,40.0/255.0);

float4 maskColor = float4(texture4.sample(defaultSampler, float2(params.textureCoordinates))) ;

return srcColor * maskColor

}


If I do like this Scenario 2 is missing. Anyway to solve in metal fragment shader. I need three scenarios to be satisfied.










share|improve this question

























  • why you multiple float4(texture.sample(defaultSampler, float2(params.textureCoordinates))) * float4(1,0,0,40.0/255.0) ?

    – Jatin Kathrotiya
    Nov 21 '18 at 6:25











  • That is a single color image so to make it red with alpha I am multiplying

    – Ruban4Axis
    Nov 21 '18 at 6:26














0












0








0








I have two transparent textures. First one is Source texture, Second one is Mask Texture. I want to mix two textures.



Scenario 1




  • source texture having color and Alpha Mask Texture Having color and Alpha

  • Resultant Color and alpha should be multiplied


Scenario 2




  • source texture having color and Alpha Mask Texture alpha is Zero

  • Resultant Color and alpha should be Source Texture Color and Alpha


Scenario 3




  • source texture having Alpha zero Mask Texture alpha is having color and alpha

  • Resultant Color and alpha should be Zero


How can I achieve this in metal Fragment shader.



fragment float4 fragmentShaderone(VertexOut params[[stage_in]],
texture2d<float, access::sample>srcTexture [[texture(0)]],
texture2d<float, access::sample> maskTexture [[texture(1)]])
{

constexpr sampler defaultSampler;

float srcColor = float4(texture.sample(defaultSampler, float2(params.textureCoordinates))) * float4(1,0,0,40.0/255.0);

float4 maskColor = float4(texture4.sample(defaultSampler, float2(params.textureCoordinates))) ;

return srcColor * maskColor

}


If I do like this Scenario 2 is missing. Anyway to solve in metal fragment shader. I need three scenarios to be satisfied.










share|improve this question
















I have two transparent textures. First one is Source texture, Second one is Mask Texture. I want to mix two textures.



Scenario 1




  • source texture having color and Alpha Mask Texture Having color and Alpha

  • Resultant Color and alpha should be multiplied


Scenario 2




  • source texture having color and Alpha Mask Texture alpha is Zero

  • Resultant Color and alpha should be Source Texture Color and Alpha


Scenario 3




  • source texture having Alpha zero Mask Texture alpha is having color and alpha

  • Resultant Color and alpha should be Zero


How can I achieve this in metal Fragment shader.



fragment float4 fragmentShaderone(VertexOut params[[stage_in]],
texture2d<float, access::sample>srcTexture [[texture(0)]],
texture2d<float, access::sample> maskTexture [[texture(1)]])
{

constexpr sampler defaultSampler;

float srcColor = float4(texture.sample(defaultSampler, float2(params.textureCoordinates))) * float4(1,0,0,40.0/255.0);

float4 maskColor = float4(texture4.sample(defaultSampler, float2(params.textureCoordinates))) ;

return srcColor * maskColor

}


If I do like this Scenario 2 is missing. Anyway to solve in metal fragment shader. I need three scenarios to be satisfied.







ios opengl-es metal fragment-shader metalkit






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Nov 21 '18 at 19:19









Ken Thomases

71.7k671109




71.7k671109










asked Nov 21 '18 at 5:52









Ruban4AxisRuban4Axis

348114




348114













  • why you multiple float4(texture.sample(defaultSampler, float2(params.textureCoordinates))) * float4(1,0,0,40.0/255.0) ?

    – Jatin Kathrotiya
    Nov 21 '18 at 6:25











  • That is a single color image so to make it red with alpha I am multiplying

    – Ruban4Axis
    Nov 21 '18 at 6:26



















  • why you multiple float4(texture.sample(defaultSampler, float2(params.textureCoordinates))) * float4(1,0,0,40.0/255.0) ?

    – Jatin Kathrotiya
    Nov 21 '18 at 6:25











  • That is a single color image so to make it red with alpha I am multiplying

    – Ruban4Axis
    Nov 21 '18 at 6:26

















why you multiple float4(texture.sample(defaultSampler, float2(params.textureCoordinates))) * float4(1,0,0,40.0/255.0) ?

– Jatin Kathrotiya
Nov 21 '18 at 6:25





why you multiple float4(texture.sample(defaultSampler, float2(params.textureCoordinates))) * float4(1,0,0,40.0/255.0) ?

– Jatin Kathrotiya
Nov 21 '18 at 6:25













That is a single color image so to make it red with alpha I am multiplying

– Ruban4Axis
Nov 21 '18 at 6:26





That is a single color image so to make it red with alpha I am multiplying

– Ruban4Axis
Nov 21 '18 at 6:26












0






active

oldest

votes












Your Answer






StackExchange.ifUsing("editor", function () {
StackExchange.using("externalEditor", function () {
StackExchange.using("snippets", function () {
StackExchange.snippets.init();
});
});
}, "code-snippets");

StackExchange.ready(function() {
var channelOptions = {
tags: "".split(" "),
id: "1"
};
initTagRenderer("".split(" "), "".split(" "), channelOptions);

StackExchange.using("externalEditor", function() {
// Have to fire editor after snippets, if snippets enabled
if (StackExchange.settings.snippets.snippetsEnabled) {
StackExchange.using("snippets", function() {
createEditor();
});
}
else {
createEditor();
}
});

function createEditor() {
StackExchange.prepareEditor({
heartbeatType: 'answer',
autoActivateHeartbeat: false,
convertImagesToLinks: true,
noModals: true,
showLowRepImageUploadWarning: true,
reputationToPostImages: 10,
bindNavPrevention: true,
postfix: "",
imageUploader: {
brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
allowUrls: true
},
onDemand: true,
discardSelector: ".discard-answer"
,immediatelyShowMarkdownHelp:true
});


}
});














draft saved

draft discarded


















StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53406000%2fmixing-two-textures-in-metal-shader%23new-answer', 'question_page');
}
);

Post as a guest















Required, but never shown

























0






active

oldest

votes








0






active

oldest

votes









active

oldest

votes






active

oldest

votes
















draft saved

draft discarded




















































Thanks for contributing an answer to Stack Overflow!


  • Please be sure to answer the question. Provide details and share your research!

But avoid



  • Asking for help, clarification, or responding to other answers.

  • Making statements based on opinion; back them up with references or personal experience.


To learn more, see our tips on writing great answers.




draft saved


draft discarded














StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53406000%2fmixing-two-textures-in-metal-shader%23new-answer', 'question_page');
}
);

Post as a guest















Required, but never shown





















































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown

































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown







Popular posts from this blog

鏡平學校

ꓛꓣだゔៀៅຸ໢ທຮ໕໒ ,ໂ'໥໓າ໼ឨឲ៵៭ៈゎゔit''䖳𥁄卿' ☨₤₨こゎもょの;ꜹꟚꞖꞵꟅꞛေၦေɯ,ɨɡ𛃵𛁹ޝ޳ޠ޾,ޤޒޯ޾𫝒𫠁သ𛅤チョ'サノބޘދ𛁐ᶿᶇᶀᶋᶠ㨑㽹⻮ꧬ꧹؍۩وَؠ㇕㇃㇪ ㇦㇋㇋ṜẰᵡᴠ 軌ᵕ搜۳ٰޗޮ޷ސޯ𫖾𫅀ल, ꙭ꙰ꚅꙁꚊꞻꝔ꟠Ꝭㄤﺟޱސꧨꧼ꧴ꧯꧽ꧲ꧯ'⽹⽭⾁⿞⼳⽋២៩ញណើꩯꩤ꩸ꩮᶻᶺᶧᶂ𫳲𫪭𬸄𫵰𬖩𬫣𬊉ၲ𛅬㕦䬺𫝌𫝼,,𫟖𫞽ហៅ஫㆔ాఆఅꙒꚞꙍ,Ꙟ꙱エ ,ポテ,フࢰࢯ𫟠𫞶 𫝤𫟠ﺕﹱﻜﻣ𪵕𪭸𪻆𪾩𫔷ġ,ŧآꞪ꟥,ꞔꝻ♚☹⛵𛀌ꬷꭞȄƁƪƬșƦǙǗdžƝǯǧⱦⱰꓕꓢႋ神 ဴ၀க௭எ௫ឫោ ' េㇷㇴㇼ神ㇸㇲㇽㇴㇼㇻㇸ'ㇸㇿㇸㇹㇰㆣꓚꓤ₡₧ ㄨㄟ㄂ㄖㄎ໗ツڒذ₶।ऩछएोञयूटक़कयँृी,冬'𛅢𛅥ㇱㇵㇶ𥄥𦒽𠣧𠊓𧢖𥞘𩔋цѰㄠſtʯʭɿʆʗʍʩɷɛ,əʏダヵㄐㄘR{gỚṖḺờṠṫảḙḭᴮᵏᴘᵀᵷᵕᴜᴏᵾq﮲ﲿﴽﭙ軌ﰬﶚﶧ﫲Ҝжюїкӈㇴffצּ﬘﭅﬈軌'ffistfflſtffतभफɳɰʊɲʎ𛁱𛁖𛁮𛀉 𛂯𛀞నఋŀŲ 𫟲𫠖𫞺ຆຆ ໹້໕໗ๆทԊꧢꧠ꧰ꓱ⿝⼑ŎḬẃẖỐẅ ,ờỰỈỗﮊDžȩꭏꭎꬻ꭮ꬿꭖꭥꭅ㇭神 ⾈ꓵꓑ⺄㄄ㄪㄙㄅㄇstA۵䞽ॶ𫞑𫝄㇉㇇゜軌𩜛𩳠Jﻺ‚Üမ႕ႌႊၐၸဓၞၞၡ៸wyvtᶎᶪᶹစဎ꣡꣰꣢꣤ٗ؋لㇳㇾㇻㇱ㆐㆔,,㆟Ⱶヤマފ޼ޝަݿݞݠݷݐ',ݘ,ݪݙݵ𬝉𬜁𫝨𫞘くせぉて¼óû×ó£…𛅑הㄙくԗԀ5606神45,神796'𪤻𫞧ꓐ㄁ㄘɥɺꓵꓲ3''7034׉ⱦⱠˆ“𫝋ȍ,ꩲ軌꩷ꩶꩧꩫఞ۔فڱێظペサ神ナᴦᵑ47 9238їﻂ䐊䔉㠸﬎ffiﬣ,לּᴷᴦᵛᵽ,ᴨᵤ ᵸᵥᴗᵈꚏꚉꚟ⻆rtǟƴ𬎎

Why https connections are so slow when debugging (stepping over) in Java?