Masking Two Textures in Metal











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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.










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  • 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 at 16:55










  • @KenThomases imgur.com/OB4Gph5 The actual need is explained in this picture
    – Ruban4Axis
    Nov 21 at 5:36















up vote
0
down vote

favorite












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.










share|improve this question






















  • 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 at 16:55










  • @KenThomases imgur.com/OB4Gph5 The actual need is explained in this picture
    – Ruban4Axis
    Nov 21 at 5:36













up vote
0
down vote

favorite









up vote
0
down vote

favorite











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.










share|improve this question













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






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asked Nov 19 at 12:33









Ruban4Axis

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  • 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 at 16:55










  • @KenThomases imgur.com/OB4Gph5 The actual need is explained in this picture
    – Ruban4Axis
    Nov 21 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 at 16:55










  • @KenThomases imgur.com/OB4Gph5 The actual need is explained in this picture
    – Ruban4Axis
    Nov 21 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 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 at 16:55












@KenThomases imgur.com/OB4Gph5 The actual need is explained in this picture
– Ruban4Axis
Nov 21 at 5:36




@KenThomases imgur.com/OB4Gph5 The actual need is explained in this picture
– Ruban4Axis
Nov 21 at 5:36

















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