20 lines
458 B
GLSL
20 lines
458 B
GLSL
// A+B
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// ------------
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// IN: 7 (FX A)
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// IN: 8 (FX B)
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// OUT: 9 (MFX)
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in vec2 vUV;
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out vec4 fragColor;
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void main() {
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float mix_value = magic(iMidi3_1[1].xy, vec3(1, 0, 0), iSeed7);
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bool mix_type = magic_trigger(vec3(iMidi3_1[0].x, 0, 0), iSeed7 + 10);
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vec4 color_a = texture(iTex7, vUV);
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vec4 color_b = texture(iTex8, vUV);
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float k = mean(color_a);
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fragColor = mix(color_b, color_a, mix_type ? step(mix_value, k) : mix_value);
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} |