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axyz/resources/Shaders/CombineTexture.frag.glsl
T
Tleety 5c0d9070c7 WIP
2016-03-07 23:25:06 +01:00

26 lines
560 B
GLSL

#version 430
uniform sampler2D Texture0;
uniform sampler2D Texture1;
in VertexData{
vec2 TextureCoordinate;
}Input;
out vec4 fragmentColor;
void main()
{
vec4 texel0 = texture(Texture0, Input.TextureCoordinate);
vec4 texel1 = texture(Texture1, Input.TextureCoordinate);
float texel1_total = (texel1.r + texel1.g + texel1.b) * texel1.a;
texel1_total = ceil(clamp(texel1_total, 0, 1));
vec4 final = texel0 * texel1_total + texel1 * (1 - texel1_total);
//vec4 final = vec4(texel1_total, texel1_total, texel1_total, 1.0);
fragmentColor = final;
}