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32 lines
545 B
GLSL

#shader vertex
#version 440 core
layout(location = 0) in vec3 VertexPosition;
layout(location = 1) in vec2 UVPosition;
out flat vec2 UV;
void main()
{
UV = UVPosition;
gl_Position = vec4(VertexPosition, 1.0f);
}
#shader fragment
#version 440 core
uniform sampler2D u_Source;
uniform sampler2D u_Source2;
in vec2 UV;
out vec4 FragColor;
void main()
{
vec4 a = texture(u_Source, UV);
vec4 b = texture(u_Source2, UV);
float luminance = max(b.r, max(b.g, b.b));
FragColor = vec4(mix(a.rgb, b.rgb, luminance), a.a);
}