#version 310 // A+B // ------------ // IN: 3 (FX A) // IN: 4 (FX B) // OUT: 6 (MFX) in vec2 vUV; out vec4 fragColor; #include inc_magic.glsl #include inc_functions.glsl uniform int iDemo; uniform sampler2D iTex3; uniform sampler2D iTex4; uniform int iSeed5; uniform vec3 iGroup3_1[2]; void main() { float mix_value = magic(iGroup3_1[1].xy, vec3(1, 0, 0), iSeed5); bool mix_type = magic_trigger(vec3(iGroup3_1[0].x, 0, 0), iSeed5 + 10); vec4 color_a = texture(iTex3, vUV); vec4 color_b = texture(iTex4, vUV); float k = mean(color_a); mix_value = mix(mix_value, mix_value * .9 + .05, iDemo); if (mix_type) { fragColor = mix(color_a, color_b, step(mix_value, k)); } else { fragColor = mix(color_b, color_a, mix_value); } }