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- uniform vec4 amount;
- uniform sampler2D tex0;
- uniform sampler2D tex1;
- uniform sampler2D tex2;
- varying vec2 texcoord0;
- varying vec2 texcoord1;
- varying vec2 texcoord2;
- void main(void)
- {
-
- vec4 texture1 = texture2D(tex0, texcoord0);
- vec4 texture2 = texture2D(tex1, texcoord1);
- vec4 lumamask = texture2D(tex2, texcoord2);
- float luminance = (max(max(lumamask.r, lumamask.g), lumamask.b) + min(min(lumamask.r, lumamask.g), lumamask.b)) / 2.0;
- gl_FragColor = mix(texture1, texture2, luminance);
- }
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