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- uniform sampler2D baseTexture;
- uniform sampler2D normalTexture;
- uniform sampler2D textureFlags;
- #define leftImage baseTexture
- #define rightImage normalTexture
- #define maskImage textureFlags
- void main(void)
- {
- vec2 uv = gl_TexCoord[0].st;
- vec4 left = texture2D(leftImage, uv).rgba;
- for (int y = -4; y <= 4; y++) {
- for (int x = -4; x <= 4; x++) {
- left.rgb += vec3(0.0075) * pow(texture2D(leftImage, uv + 0.002 * vec2(x, y)).rgb, vec3(3.0));
- }
- }
- // vec4 left = texture2D(leftImage, uv).rgba;
- // vec4 right = texture2D(rightImage, uv).rgba;
- // vec4 mask = texture2D(maskImage, uv).rgba;
- vec4 color = left;
- // if (mask.r > 0.5)
- // color = right;
- // else
- // color = left;
- gl_FragColor = color;
- }
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