23 lines
536 B
GLSL
23 lines
536 B
GLSL
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#include "common_blending.h"
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varying vec2 v_TexCoord;
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varying vec3 v_ScreenCoord;
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uniform sampler2D g_Texture0;
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uniform sampler2D g_Texture1;
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void main() {
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vec4 albedo = texSample2D(g_Texture0, v_TexCoord);
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#if BLENDMODE == 0
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gl_FragColor = albedo;
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#else
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vec2 screenCoord = v_ScreenCoord.xy / v_ScreenCoord.z * vec2(0.5, 0.5) + 0.5;
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vec4 screen = texSample2D(g_Texture1, screenCoord);
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gl_FragColor.rgb = ApplyBlending(BLENDMODE, screen.rgb, albedo.rgb, albedo.a);
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gl_FragColor.a = screen.a;
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#endif
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}
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