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10 lines
325 B
GLSL
10 lines
325 B
GLSL
#property description Use .rg as .uv and crossfade
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#property inputCount 2
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void main(void) {
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vec4 map = texture(iInputs[1], uv);
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vec2 newUV = mix(uv, map.rg, min(iIntensity * 2.0, 1.0) * map.a);
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vec4 mappedColor = texture(iInput, newUV);
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fragColor = mix(mappedColor, map, max(0.0, iIntensity * 2.0 - 1.0));
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}
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