eaglercraft-1.8/sources/resources/assets/eagler/glsl/texture_mix.fsh

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/*
* Copyright (c) 2022-2024 lax1dude. All Rights Reserved.
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*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
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*
*/
EAGLER_IN(vec2, v_position2f)
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EAGLER_FRAG_OUT()
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uniform sampler2D u_inputTexture;
uniform float u_textureLod1f;
uniform vec4 u_blendFactor4f;
uniform vec4 u_blendBias4f;
uniform mat3 u_matrixTransform;
void main() {
vec3 coords = u_matrixTransform * vec3(v_position2f, 1.0);
vec4 color4f = EAGLER_TEXTURE_2D_LOD(u_inputTexture, coords.xy, u_textureLod1f);
EAGLER_FRAG_COLOR = color4f * u_blendFactor4f + u_blendBias4f;
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}