2022-12-27 04:00:50 +01:00
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//
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// Simple passthrough fragment shader
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//
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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2023-01-01 02:06:02 +01:00
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uniform int useA;
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uniform int mode;
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uniform sampler2D samR, samG, samB, samA;
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float samC(vec4 col, int ch) {
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if(mode == 0)
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return (col[0] + col[1] + col[2]) / 3.;
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return col[ch];
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}
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2022-12-27 04:00:50 +01:00
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void main() {
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vec4 _r = texture2D( samR, v_vTexcoord );
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vec4 _g = texture2D( samG, v_vTexcoord );
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vec4 _b = texture2D( samB, v_vTexcoord );
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2023-01-01 02:06:02 +01:00
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float r = samC(_r, 0);
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float g = samC(_g, 1);
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float b = samC(_b, 2);
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float a = 1.;
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2022-12-27 04:00:50 +01:00
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2023-01-01 02:06:02 +01:00
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if(useA == 1) {
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vec4 _a = texture2D( samA, v_vTexcoord );
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a = samC(_a, 3);
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}
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2022-12-27 04:00:50 +01:00
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2023-01-01 02:06:02 +01:00
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gl_FragColor = vec4(r, g, b, a);
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2022-12-27 04:00:50 +01:00
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}
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