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@@ -5,4 +5,5 @@
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<Color R="1" G="1" B="1" A="1"/>
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<Visible>true</Visible>
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<DepthSort>true</DepthSort>
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<BlurBackground>false</BlurBackground>
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</Sprite>
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@@ -24,6 +24,9 @@
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<xs:element name="DepthSort" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Whether the sprite should be sorted with depth or not. Only use false for textures that are on HUD</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="BlurBackground" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Wether the background should be blurred begind this sprite.</xs:documentation></xs:annotation>
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</xs:element>
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</xs:all>
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</xs:complexType>
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</xs:element>
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@@ -0,0 +1,25 @@
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#version 430
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uniform sampler2D Texture0;
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uniform sampler2D Texture1;
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in VertexData{
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vec2 TextureCoordinate;
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}Input;
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out vec4 fragmentColor;
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void main()
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{
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vec4 texel0 = texture(Texture0, Input.TextureCoordinate);
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vec4 texel1 = texture(Texture1, Input.TextureCoordinate);
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float texel1_total = (texel1.r + texel1.g + texel1.b) * texel1.a;
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texel1_total = ceil(clamp(texel1_total, 0, 1));
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vec4 final = texel0 * texel1_total + texel1 * (1 - texel1_total);
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//vec4 final = vec4(texel1_total, texel1_total, texel1_total, 1.0);
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fragmentColor = final;
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}
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@@ -0,0 +1,13 @@
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#version 430
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layout (location = 0) in vec3 Position;
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out VertexData{
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vec2 TextureCoordinate;
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}Output;
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void main()
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{
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gl_Position = vec4(Position, 1.0);
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Output.TextureCoordinate = (vec2(Position) + 1) / 2;
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}
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