25 lines
608 B
GLSL
25 lines
608 B
GLSL
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// [COMBO] {"material":"Blend mode","combo":"BLENDMODE","type":"imageblending","default":9}
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#include "common_blending.h"
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varying vec4 v_TexCoord;
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uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
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uniform sampler2D g_Texture1; // {"material":"Prev","hidden":true}
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void main() {
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vec4 rays = texSample2D(g_Texture0, v_TexCoord.zw);
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vec4 albedo = texSample2D(g_Texture1, v_TexCoord.xy);
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#if BLENDMODE == 0
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albedo = rays;
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#else
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albedo.rgb = ApplyBlending(BLENDMODE, albedo.rgb, rays.rgb, rays.a);
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albedo.a += rays.a;
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#endif
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gl_FragColor = albedo;
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}
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