Files
2025-04-29 13:39:02 -05:00

17 lines
606 B
GLSL

varying vec4 v_TexCoord;
varying vec2 v_ReflectedCoord;
uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
uniform sampler2D g_Texture1; // {"material":"Mask","mode":"opacitymask","default":"util/black"}
uniform float g_Additive; // {"material":"Additive","default":1,"range":[0,1]}
void main() {
vec4 albedo = texSample2D(g_Texture0, v_TexCoord.xy);
vec4 reflected = texSample2D(g_Texture0, v_ReflectedCoord);
float mask = texSample2D(g_Texture1, v_TexCoord.zw).r;
gl_FragColor = mix(mix(albedo, reflected, mask), albedo + reflected * mask, g_Additive);
}