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