21 lines
414 B
GLSL
21 lines
414 B
GLSL
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#version 120
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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varying vec3 vertex;
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varying vec2 uv;
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void main()
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{
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vec3 color = texture2D(tex0, uv).rgb;
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vec3 current = texture2D(tex1, uv).rgb;
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float a = length(color) - length(current);
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if (a > 0.3) {
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color = mix(vec3(a/3.0), current, color);
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} else {
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color = current;
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}
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gl_FragColor = vec4(texture2D(tex0, uv).xyz + texture2D(tex1, uv).xyz, 1.0);
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}
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