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Dec 14th, 2018
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  1. uniform sampler2D baseTexture;
  2. uniform sampler2D normalTexture;
  3. uniform sampler2D textureFlags;
  4.  
  5. #define leftImage baseTexture
  6. #define rightImage normalTexture
  7. #define maskImage textureFlags
  8.  
  9. void main(void)
  10. {
  11. vec2 uv = gl_TexCoord[0].st;
  12. vec4 left = texture2D(leftImage, uv).rgba;
  13.  
  14. for (int y = -4; y <= 4; y++) {
  15. for (int x = -4; x <= 4; x++) {
  16. left.rgb += vec3(0.0075) * pow(texture2D(leftImage, uv + 0.002 * vec2(x, y)).rgb, vec3(3.0));
  17. }
  18. }
  19. // vec4 left = texture2D(leftImage, uv).rgba;
  20. // vec4 right = texture2D(rightImage, uv).rgba;
  21. // vec4 mask = texture2D(maskImage, uv).rgba;
  22. vec4 color = left;
  23. // if (mask.r > 0.5)
  24. // color = right;
  25. // else
  26. // color = left;
  27. gl_FragColor = color;
  28. }
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