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













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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












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