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