#version 460 // MFX // ------------ // IN: 9 (A+B) // IN: 0 (OUT) // OUT: 0 (OUT) in vec2 vUV; out vec4 fragColor; #include inc_fx.glsl uniform sampler2D iTex9; uniform sampler2D iTex0; uniform int iSeed8; uniform vec3 iGroup2_3[7]; uniform vec3 iGroup3_1[2]; uniform int iDemo; uniform int iAutoRand; void main() { vec4 color = fx_stage(vUV, iTex9, iTex0, iSeed8, iGroup2_3[0], iGroup2_3[1].xy, iGroup2_3[2], iGroup2_3[3].xy, iGroup2_3[4], iGroup2_3[5].xy, iGroup2_3[6]); if (iDemo < 1 && iAutoRand < 1) { color = mix(color, vec4(0), iGroup3_1[0].y); } fragColor = color; }