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rez_demo/GL_STUFF/SOURCES/EFFECTS/TEX_MERGER/fragmentShader_merger.glsl

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#version 300 es
/*this will affect all the float guys (float, vecN, matN )*/
precision mediump float;
in vec3 fragPos;
in vec2 frag_uv; //coordinate 2d di texure
uniform sampler2D inTex1; //campionatore 2d
uniform sampler2D inTex2;
out vec4 FragColor;
vec4 max4(vec4 a, vec4 b){
return vec4( max(a.x, b.x), max(a.y, b.y), max(a.z, b.z), max(a.w, b.w));
}
void main()
{
float mergeFac = 0.6;
float adjFac = 1.5;
//FragColor = vec4(1.0f, 1.0f, 0, 1);
FragColor = mix(texture(inTex1, frag_uv), texture(inTex2, frag_uv), mergeFac);
FragColor = vec4( clamp( 0, 1, adjFac * FragColor.x), clamp( 0, 1, adjFac * FragColor.y), clamp( 0, 1, adjFac * FragColor.z), clamp( 0, 1, adjFac * FragColor.w));
//FragColor = 0.25 * texture(inTex1, frag_uv) + 0.75 * texture(inTex2, frag_uv);//max4(texture(inTex1, frag_uv) , texture(inTex2, frag_uv));
}