I'm using a shader that swaps colors/palettes on a texture. The shader checks a pixel for transparency and then sets the pixel if not transparent. Is there an efficient way to ignore 0 alpha pixels other than a potential branch? In this case, where I set pixel = newPixel:
uniform bool alternate;
uniform sampler2D texture;
void main()
{
vec4 pixel = texture2D(bitmap, openfl_TextureCoordv);
if(alternate)
{
vec4 newPixel = texture2D(texture, vec2(pixel.r, pixel.b));
if(newPixel.a != 0.0)
pixel = newPixel;
}
gl_FragColor = pixel;
}