26 lines
		
	
	
		
			596 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			26 lines
		
	
	
		
			596 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 140
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uniform sampler1D       texSampler1D;
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uniform sampler2D       texSampler2D;
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varying float blend;
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varying vec4 u;
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in  vec2 coords2D;
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void main()
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{
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    float blendscale = 1.789;
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    float bias       = 2.0;
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    float coords1D   = 1.789;
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    vec4  color      = vec4(0.0, 0.0, 0.0, 0.0);
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#line 53
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    color += texture    (texSampler1D, coords1D);
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    color += texture    (texSampler1D, coords1D, bias);
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#line 102
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    color += texture        (texSampler2D, coords2D);
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    color += texture        (texSampler2D, coords2D, bias);
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    gl_FragColor = mix(color, u, blend * blendscale);
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}
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