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30 lines
811 B
GLSL
30 lines
811 B
GLSL
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uniform sampler2D textures[2];
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uniform mediump vec2 texsize;
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varying mediump vec2 texcoord;
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void main()
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{
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mediump float x0 = (floor(texcoord.x * texsize.x - 0.25) + 0.5)/texsize.x;
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mediump float x1 = (floor(texcoord.x * texsize.x + 0.25) + 0.5)/texsize.x;
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mediump float y0 = (floor(texcoord.y * texsize.y + 0.25) + 0.5)/texsize.y;
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mediump float y1 = (floor(texcoord.y * texsize.y - 0.25) + 0.5)/texsize.y;
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mediump float ymix = (sin(texcoord.y * texsize.y * 6.283185307) + 1.0) * 0.5;
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mediump float xmix = (sin(texcoord.x * texsize.x * 6.283185307) + 1.0) * 0.5;
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gl_FragColor = mix(
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mix(
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texture2D(textures[1], vec2(x0, y1)),
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texture2D(textures[0], vec2(x0, y0)),
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ymix
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),
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mix(
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texture2D(textures[1], vec2(x1, y1)),
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texture2D(textures[0], vec2(x1, y0)),
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ymix
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),
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xmix
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);
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}
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