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libs/qglengine/shaders/selection_apply.glsl

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GLSL

// vert //
void main(void) {
qgl_FragTexture = qgl_Texture;
gl_Position = qgl_ftransform();
}
// frag //
uniform sampler2D fb_out, fb_hover, fb_select;
void main(void) {
ivec2 tc = ivec2(gl_FragCoord.xy);
vec2 stc = qgl_FragTexture.xy;
vec4 src = texelFetch(fb_out , tc, 0);
vec4 hov = texture(fb_hover , stc);
vec4 sel = texture(fb_select, stc);
src.rgb = clamp(src.rgb, vec3(0), vec3(1));
src.rgb = mix(src.rgb, sel.rgb, sel.a);
src.rgb = mix(src.rgb, hov.rgb, hov.a * 0.667f);
//src.rgb = src.rgb + (sel.rgb*sel.a);
qgl_FragData[0] = src;
//qgl_FragData[0] = vec4(sel.a);
}