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/** | |
* Blend two textures | |
*/ | |
const BlendShader = { | |
name: 'BlendShader', | |
uniforms: { | |
'tDiffuse1': { value: null }, | |
'tDiffuse2': { value: null }, | |
'mixRatio': { value: 0.5 }, | |
'opacity': { value: 1.0 } | |
}, | |
vertexShader: /* glsl */` | |
varying vec2 vUv; | |
void main() { | |
vUv = uv; | |
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
}`, | |
fragmentShader: /* glsl */` | |
uniform float opacity; | |
uniform float mixRatio; | |
uniform sampler2D tDiffuse1; | |
uniform sampler2D tDiffuse2; | |
varying vec2 vUv; | |
void main() { | |
vec4 texel1 = texture2D( tDiffuse1, vUv ); | |
vec4 texel2 = texture2D( tDiffuse2, vUv ); | |
gl_FragColor = opacity * mix( texel1, texel2, mixRatio ); | |
}` | |
}; | |
export { BlendShader }; | |