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31 lines
606 B
GLSL

#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;
}