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14 lines
375 B
C
14 lines
375 B
C
#include "shaders_common.h"
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static const char *fragment_source = GLSL(
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varying vec2 vTex;
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uniform sampler2D sTex0;
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uniform sampler2D sTex1;
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uniform float uMix;
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void main() {
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gl_FragColor = vec4(pow(mix(pow(texture2D(sTex0, vTex).bgr, vec3(2.2)), pow(texture2D(sTex1, vTex).bgr, vec3(2.2)), uMix), vec3(1.0 / 2.2)), 1.0);
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}
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);
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