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#version 330
#if defined VERTEX_SHADER
in vec3 in_position;
in vec2 in_texcoord_0;
out vec2 uv0;
void main() {
gl_Position = vec4(in_position, 1);
uv0 = in_texcoord_0;
}
#elif defined FRAGMENT_SHADER
out vec4 fragColor;
uniform sampler2D texture0;
uniform sampler2D texture1;
in vec2 uv0;
#include programs/utils/library.glsl
void main() {
vec4 c1 = texture(texture0, uv0);
vec4 c2 = texture(texture1, uv0);
if (uv0.x > 0.5) {
if (uv0.y > 0.5) {
fragColor = vec4(blendGlow(c1.rgb, c2.rgb), 1.0);
}
else {
fragColor = vec4(blendColorBurn(c1.rgb, c2.rgb), 1.0);
}
}
else {
if (uv0.y > 0.5) {
fragColor = vec4(blendNegation(c1.rgb, c2.rgb), 1.0);
}
else {
fragColor = vec4(blendReflect(c1.rgb, c2.rgb), 1.0);
}
}
}
#endif
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