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22
shaders/ds_final.glsl
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22
shaders/ds_final.glsl
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// vert //
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void main(void) {
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gl_Position = qgl_ftransform();
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}
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// frag //
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uniform sampler2D tex_g1, tex_s_0, tex_s_1, tex_t_0, tex_t_1;
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void main(void) {
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ivec2 tc = ivec2(gl_FragCoord.xy);
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vec4 vs0 = texelFetch(tex_s_0, tc, 0);
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vec4 vs1 = texelFetch(tex_s_1, tc, 0);
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vec3 sr = vs0.rgb + vs1.rgb;
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vec4 vt0 = texelFetch(tex_t_0, tc, 0);
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vec4 vt1 = texelFetch(tex_t_1, tc, 0);
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vec3 tr = vt0.rgb + vt1.rgb;
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float alpha = (vt0.a + vt1.a) / 2;
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qgl_FragColor.rgb = mix(sr, tr, alpha);
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}
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