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23 lines
414 B
GLSL
23 lines
414 B
GLSL
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#version 110
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uniform sampler2D texSampler2D;
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uniform sampler3D texSampler3D;
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uniform float blend;
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uniform vec2 scale;
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uniform vec4 u;
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varying vec2 t;
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varying vec3 coords;
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void main()
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{
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float blendscale = 1.789;
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vec4 v = texture2D(texSampler2D, (t + scale) / scale ).wzyx;
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vec4 w = texture3D(texSampler3D, coords) + v;
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gl_FragColor = mix(w, u, blend * blendscale);
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}
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