23 lines
		
	
	
		
			414 B
		
	
	
	
		
			GLSL
		
	
	
	
			
		
		
	
	
			23 lines
		
	
	
		
			414 B
		
	
	
	
		
			GLSL
		
	
	
	
#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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