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// [COMBO] {"material":"ui_editor_properties_blend_mode","combo":"BLENDMODE","type":"imageblending","default":30}
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#include "common_blending.h"
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varying vec4 v_TexCoord;
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uniform sampler2D g_Texture0; // {"hidden":true}
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uniform sampler2D g_Texture1; // {"label":"ui_editor_properties_opacity_mask","mode":"opacitymask","combo":"MASK","paintdefaultcolor":"0 0 0 1"}
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uniform float g_BlendAlpha; // {"material":"alpha", "label":"ui_editor_properties_alpha","default":1,"range":[0,1]}
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uniform vec3 g_TintColor; // {"material":"color", "label":"ui_editor_properties_color", "type": "color", "default":"1 0 0"}
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void main() {
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vec4 albedo = texSample2D(g_Texture0, v_TexCoord.xy);
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float mask = g_BlendAlpha;
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#if MASK
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mask *= texSample2D(g_Texture1, v_TexCoord.zw).r;
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#endif
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albedo.rgb = ApplyBlending(BLENDMODE, albedo.rgb, g_TintColor, mask);
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#if BLENDMODE == 0
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albedo.a = 1.0;
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#endif
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gl_FragColor = albedo;
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}
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@@ -0,0 +1,21 @@
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uniform mat4 g_ModelViewProjectionMatrix;
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#if MASK
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uniform vec4 g_Texture1Resolution;
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#endif
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attribute vec3 a_Position;
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attribute vec2 a_TexCoord;
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varying vec4 v_TexCoord;
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void main() {
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gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
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v_TexCoord = a_TexCoord.xyxy;
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#if MASK
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v_TexCoord.zw = vec2(v_TexCoord.x * g_Texture1Resolution.z / g_Texture1Resolution.x,
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v_TexCoord.y * g_Texture1Resolution.w / g_Texture1Resolution.y);
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#endif
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}
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