diptoblack shader: Fix mix operation
The mix function in GLSL is slightly counter intuitively x(1-a)+y(a) Here we re-arrange the inputs slightly to get the correct result.
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@@ -13,8 +13,9 @@ out vec4 frag_color;
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void main(void) {
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if (out_block_in_enabled && in_block_in_enabled) {
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vec4 out_block_col = mix(texture(out_block_in, ove_texcoord), color_in, ove_tprog_out);
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vec4 in_block_col = mix(texture(in_block_in, ove_texcoord), color_in, 1.0 - ove_tprog_in);
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// mix(x, y , a): a(1-x) + b(x)
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vec4 out_block_col = mix(color_in, texture(out_block_in, ove_texcoord),ove_tprog_out);
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vec4 in_block_col = mix(color_in, texture(in_block_in, ove_texcoord), ove_tprog_in);
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frag_color = out_block_col + in_block_col;
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} else if (out_block_in_enabled) {
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