29 lines
914 B
GLSL
29 lines
914 B
GLSL
uniform sampler2D out_block_in;
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uniform sampler2D in_block_in;
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uniform bool out_block_in_enabled;
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uniform bool in_block_in_enabled;
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uniform vec4 color_in;
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uniform float ove_tprog_all;
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uniform float ove_tprog_out;
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uniform float ove_tprog_in;
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in vec2 ove_texcoord;
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out vec4 fragColor;
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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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fragColor = out_block_col + in_block_col;
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} else if (out_block_in_enabled) {
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fragColor = mix(texture(out_block_in, ove_texcoord), color_in, ove_tprog_all);
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} else if (in_block_in_enabled) {
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fragColor = mix(texture(in_block_in, ove_texcoord), color_in, 1.0 - ove_tprog_all);
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} else {
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fragColor = vec4(0.0);
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}
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}
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