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