39 lines
1.0 KiB
GLSL
39 lines
1.0 KiB
GLSL
layout (std140) uniform BackgroundLayerUBO {
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highp vec2 u_pattern_tl_a;
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highp vec2 u_pattern_br_a;
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highp vec2 u_pattern_tl_b;
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highp vec2 u_pattern_br_b;
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highp vec2 u_texsize;
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highp vec2 u_pattern_size_a;
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highp vec2 u_pattern_size_b;
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highp vec2 u_pixel_coord_upper;
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highp vec2 u_pixel_coord_lower;
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highp float u_tile_units_to_pixels;
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highp float u_scale_a;
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highp float u_scale_b;
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highp float u_mix;
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highp float u_opacity;
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highp float pad;
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};
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uniform sampler2D u_image;
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in mediump vec2 v_pos_a;
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in mediump vec2 v_pos_b;
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void main() {
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vec2 imagecoord = mod(v_pos_a, 1.0);
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vec2 pos = mix(u_pattern_tl_a / u_texsize, u_pattern_br_a / u_texsize, imagecoord);
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vec4 color1 = texture(u_image, pos);
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vec2 imagecoord_b = mod(v_pos_b, 1.0);
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vec2 pos2 = mix(u_pattern_tl_b / u_texsize, u_pattern_br_b / u_texsize, imagecoord_b);
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vec4 color2 = texture(u_image, pos2);
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fragColor = mix(color1, color2, u_mix) * u_opacity;
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#ifdef OVERDRAW_INSPECTOR
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fragColor = vec4(1.0);
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#endif
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}
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