Pixel-Composer/shaders/sh_combine_rgb/sh_combine_rgb.fsh

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