Below is a GLSL fragment shader that outputs a texel
if the given texture coord is inside a box, otherwise a
color is output. This just feels silly and the there
must be a way to do this without branching?
uniform sampler2D texUnit;
varying vec4 color;
varying vec2 texCoord;
void main() {
vec4 texel = texture2D(texUnit, texCoord);
if (any(lessThan(texCoord, vec2(0.0, 0.0))) ||
any(greaterThan(texCoord, vec2(1.0, 1.0))))
gl_FragColor = color;
else
gl_FragColor = texel;
}
Below is a version without branching, but it still feels clumsy.
What is the best practice for "texture coord clamping"?
uniform sampler2D texUnit;
varying vec4 color;
varying vec4 labelColor;
varying vec2 texCoord;
void main() {
vec4 texel = texture2D(texUnit, texCoord);
bool outside = any(lessThan(texCoord, vec2(0.0, 0.0))) ||
any(greaterThan(texCoord, vec2(1.0, 1.0)));
gl_FragColor = mix(texel*labelColor, color,
vec4(outside,outside,outside,outside));
}
I am clamping texels to the region with the label is -- the texture s & t coordinates will be between 0 and 1 in this case. Otherwise, I use a brown color where the label ain't.
Note that I could also construct a branching version of the code that does not perform a texture lookup when it doesn't need to. Would this be faster than a non-branching version that always performed a texture lookup? Maybe time for some tests...