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Complete Stage 12 for v0.12.0
2026-11-05 11:46:53 +03:00

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#pragma aego abi 1
#pragma domain sprite
#pragma pixel_coverage
#pragma blend additive
#include "engine/sprite.glsl"
#pragma material
uniform float Opacity; // @instance @default(1) @range(0, 1)
uniform float Intensity; // @instance @default(1) @range(0, 8)
#pragma end
// Additive RGB and alpha both use ONE + ONE. Alpha is accumulated coverage;
// normalized targets clamp both sums, floating targets retain their values.
void fragment() {
vec4 color = aego_sample() * clamp(Opacity, 0.0, 1.0);
color.rgb *= max(Intensity, 0.0);
aego_out = color;
}