13 lines
293 B
GLSL
13 lines
293 B
GLSL
#version 150
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uniform sampler2D t0, ts;
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void main(void) {
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ivec2 tc = ivec2(gl_FragCoord.xy);
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vec4 v0 = texelFetch(t0, tc, 0), vs = texelFetch(ts, tc, 0);
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float rad;
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float coeff = modf(v0.a, rad);
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qgl_FragData[0].rgb = mix(vs.rgb, v0.rgb, coeff);
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//qgl_FragData[0].rgb = vec3(v0.rgb);
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}
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