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@smpnjn
Created December 9, 2020 17:52
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vec3 rgb(float r, float g, float b) {
return vec3(r / 255., g / 255., b / 255.);
}
vec3 rgb(float c) {
return vec3(c / 255., c / 255., c / 255.);
}
varying vec2 vUv;
uniform sampler2D getTexture1;
uniform vec3 u_color1;
uniform vec3 u_color2;
uniform vec3 u_time;
void main(void) {
vec3 c1 = rgb(u_color1.r, u_color1.g, u_color1.b);
vec3 c2 = rgb(u_color2.r, u_color2.g, u_color2.b);
vec4 bumpData = texture2D(getTexture1, vUv);
if(bumpData.a < 0.05) {
gl_FragColor = vec4(c2, 0.5);
} else {
gl_FragColor = ( (bumpData.a) * (1. - bumpData.r) ) * vec4(c1, 1.) * 0.65;
}
}
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