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#version 460
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// A+B
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// ------------
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// IN: 3 (FX A)
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// IN: 4 (FX B)
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// OUT: 6 (MFX)
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in vec2 vUV;
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out vec4 fragColor;
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#include inc_magic.glsl
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#include inc_functions.glsl
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uniform int iDemo;
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uniform sampler2D iTex3;
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uniform sampler2D iTex4;
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uniform int iSeed5;
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uniform vec3 iGroup3_1[2];
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void main() {
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float mix_value = magic(iGroup3_1[1].xy, vec3(1, 0, 0), iSeed5);
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bool mix_type = magic_trigger(vec3(iGroup3_1[0].x, 0, 0), iSeed5 + 10);
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vec4 color_a = texture(iTex3, vUV);
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vec4 color_b = texture(iTex4, vUV);
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float k = mean(color_a);
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mix_value = mix(mix_value, mix_value * 0.9 + 0.05, iDemo);
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if (mix_type) {
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fragColor = mix(color_a, color_b, step(mix_value, k));
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} else {
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fragColor = mix(color_b, color_a, mix_value);
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}
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}
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