Files
forge-invar/project/frag5.glsl
T
2026-08-27 18:20:26 +02:00

38 lines
781 B
GLSL

#version 330
// 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);
}
}