Improve channel viewing in 2D view
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@@ -1,8 +1,23 @@
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#version 330
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uniform sampler2D tex;
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uniform int channel;
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in vec2 texCoord;
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in vec4 color;
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out vec4 FragColor;
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void main() {
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FragColor = textureLod(tex, texCoord, 0) * color;
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if (channel == 1) {
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FragColor = textureLod(tex, texCoord, 0).rrra * color;
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}
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else if (channel == 2) {
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FragColor = textureLod(tex, texCoord, 0).ggga * color;
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}
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else if (channel == 3) {
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FragColor = textureLod(tex, texCoord, 0).bbba * color;
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}
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else if (channel == 4) {
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FragColor = textureLod(tex, texCoord, 0).aaaa * color;
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}
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else {
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FragColor = textureLod(tex, texCoord, 0).rgba * color;
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}
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}
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@@ -0,0 +1,7 @@
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..\..\..\bin\hlslbin.exe cursor.vert.hlsl ..\cursor.vert.glsl vs_5_0 -i nor -i pos -i tex
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..\..\..\bin\hlslbin.exe cursor.frag.hlsl ..\cursor.frag.glsl ps_5_0
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..\..\..\bin\hlslbin.exe layer_view.vert.hlsl ..\layer_view.vert.glsl vs_5_0 -i col -i pos -i tex
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..\..\..\bin\hlslbin.exe layer_view.frag.hlsl ..\layer_view.frag.glsl ps_5_0
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..\..\..\bin\hlslbin.exe layer_merge.vert.hlsl ..\layer_merge.vert.glsl vs_5_0 -i col -i pos -i tex
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..\..\..\bin\hlslbin.exe layer_merge.frag.hlsl ..\layer_merge.frag.glsl ps_5_0
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..\..\..\bin\hlslbin.exe mask_merge.frag.hlsl ..\mask_merge.frag.glsl ps_5_0
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@@ -1,5 +1,20 @@
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Texture2D<float4> tex;
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SamplerState _tex_sampler;
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uniform int channel;
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float4 main(float4 color : TEXCOORD0, float2 texCoord : TEXCOORD1) : SV_Target0 {
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return tex.SampleLevel(_tex_sampler, texCoord, 0) * color;
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if (channel == 1) {
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return tex.SampleLevel(_tex_sampler, texCoord, 0).rrra * color;
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}
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else if (channel == 2) {
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return tex.SampleLevel(_tex_sampler, texCoord, 0).ggga * color;
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}
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else if (channel == 3) {
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return tex.SampleLevel(_tex_sampler, texCoord, 0).bbba * color;
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}
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else if (channel == 4) {
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return tex.SampleLevel(_tex_sampler, texCoord, 0).aaaa * color;
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}
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else {
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return tex.SampleLevel(_tex_sampler, texCoord, 0).rgba * color;
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}
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}
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@@ -77,7 +77,7 @@ void raygeneration() {
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float b = 1.0 - a;
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color = color * b + accum.xyz * a;
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}
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render_target[DispatchRaysIndex().xy] = float4(color.xyz, 0.0f);
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render_target[DispatchRaysIndex().xy] = float4(color.xyz, 1.0f);
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}
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[shader("closesthit")]
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@@ -79,7 +79,7 @@ void raygeneration() {
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float b = 1.0 - a;
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color = color * b + accum.xyz * a;
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}
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render_target[DispatchRaysIndex().xy] = float4(color.xyz, 0.0f);
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render_target[DispatchRaysIndex().xy] = float4(color.xyz, 1.0f);
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}
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[shader("closesthit")]
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@@ -81,7 +81,7 @@ void raygeneration() {
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float b = 1.0 - a;
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color = color * b + accum.xyz * a;
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}
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render_target[DispatchRaysIndex().xy] = float4(color.xyz, 0.0f);
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render_target[DispatchRaysIndex().xy] = float4(color.xyz, 1.0f);
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}
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[shader("closesthit")]
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@@ -78,7 +78,7 @@ void raygeneration() {
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float b = 1.0 - a;
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color = color * b + accum.xyz * a;
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}
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render_target[DispatchRaysIndex().xy] = float4(color.xyz, 0.0f);
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render_target[DispatchRaysIndex().xy] = float4(color.xyz, 1.0f);
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}
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[shader("closesthit")]
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