Mixing Two Textures in Metal Shader
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
add a comment |
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
why you multiplefloat4(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
add a comment |
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
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
ios opengl-es metal fragment-shader metalkit
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 multiplefloat4(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
add a comment |
why you multiplefloat4(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
add a comment |
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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