Masking Two Textures in Metal
I have two different textures. One is Colored one and other is simply alpha image I want to mask both Image Textures. How I can do that in Metal Shader Language. one texture is 128*128 size other is 256*256 in size. I want the mask texture in the size of 128*128.
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
}
Here In sampling Texture I am using same coordinates for mask and source image.
ios swift metal
add a comment |
I have two different textures. One is Colored one and other is simply alpha image I want to mask both Image Textures. How I can do that in Metal Shader Language. one texture is 128*128 size other is 256*256 in size. I want the mask texture in the size of 128*128.
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
}
Here In sampling Texture I am using same coordinates for mask and source image.
ios swift metal
You can just take the.rgb
components from the source and the.a
from the mask (or its inverse1.0 - maskColor.a
, depending on the nature of the mask).
– Ken Thomases
Nov 20 '18 at 16:55
@KenThomases imgur.com/OB4Gph5 The actual need is explained in this picture
– Ruban4Axis
Nov 21 '18 at 5:36
add a comment |
I have two different textures. One is Colored one and other is simply alpha image I want to mask both Image Textures. How I can do that in Metal Shader Language. one texture is 128*128 size other is 256*256 in size. I want the mask texture in the size of 128*128.
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
}
Here In sampling Texture I am using same coordinates for mask and source image.
ios swift metal
I have two different textures. One is Colored one and other is simply alpha image I want to mask both Image Textures. How I can do that in Metal Shader Language. one texture is 128*128 size other is 256*256 in size. I want the mask texture in the size of 128*128.
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
}
Here In sampling Texture I am using same coordinates for mask and source image.
ios swift metal
ios swift metal
asked Nov 19 '18 at 12:33
Ruban4AxisRuban4Axis
16713
16713
You can just take the.rgb
components from the source and the.a
from the mask (or its inverse1.0 - maskColor.a
, depending on the nature of the mask).
– Ken Thomases
Nov 20 '18 at 16:55
@KenThomases imgur.com/OB4Gph5 The actual need is explained in this picture
– Ruban4Axis
Nov 21 '18 at 5:36
add a comment |
You can just take the.rgb
components from the source and the.a
from the mask (or its inverse1.0 - maskColor.a
, depending on the nature of the mask).
– Ken Thomases
Nov 20 '18 at 16:55
@KenThomases imgur.com/OB4Gph5 The actual need is explained in this picture
– Ruban4Axis
Nov 21 '18 at 5:36
You can just take the
.rgb
components from the source and the .a
from the mask (or its inverse 1.0 - maskColor.a
, depending on the nature of the mask).– Ken Thomases
Nov 20 '18 at 16:55
You can just take the
.rgb
components from the source and the .a
from the mask (or its inverse 1.0 - maskColor.a
, depending on the nature of the mask).– Ken Thomases
Nov 20 '18 at 16:55
@KenThomases imgur.com/OB4Gph5 The actual need is explained in this picture
– Ruban4Axis
Nov 21 '18 at 5:36
@KenThomases imgur.com/OB4Gph5 The actual need is explained in this picture
– Ruban4Axis
Nov 21 '18 at 5:36
add a comment |
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You can just take the
.rgb
components from the source and the.a
from the mask (or its inverse1.0 - maskColor.a
, depending on the nature of the mask).– Ken Thomases
Nov 20 '18 at 16:55
@KenThomases imgur.com/OB4Gph5 The actual need is explained in this picture
– Ruban4Axis
Nov 21 '18 at 5:36