Mixing Two Textures in Metal Shader











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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 at 6:25










  • That is a single color image so to make it red with alpha I am multiplying
    – Ruban4Axis
    Nov 21 at 6:26















up vote
0
down vote

favorite












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 at 6:25










  • That is a single color image so to make it red with alpha I am multiplying
    – Ruban4Axis
    Nov 21 at 6:26













up vote
0
down vote

favorite









up vote
0
down vote

favorite











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






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edited Nov 21 at 19:19









Ken Thomases

68.6k668104




68.6k668104










asked Nov 21 at 5:52









Ruban4Axis

13313




13313












  • why you multiple float4(texture.sample(defaultSampler, float2(params.textureCoordinates))) * float4(1,0,0,40.0/255.0) ?
    – Jatin Kathrotiya
    Nov 21 at 6:25










  • That is a single color image so to make it red with alpha I am multiplying
    – Ruban4Axis
    Nov 21 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 at 6:25










  • That is a single color image so to make it red with alpha I am multiplying
    – Ruban4Axis
    Nov 21 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 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 at 6:25












That is a single color image so to make it red with alpha I am multiplying
– Ruban4Axis
Nov 21 at 6:26




That is a single color image so to make it red with alpha I am multiplying
– Ruban4Axis
Nov 21 at 6:26

















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