#version 140 #extension GL_GOOGLE_cpp_style_line_directive : require uniform sampler1D texSampler1D; uniform sampler2D texSampler2D; varying float blend; varying vec4 u; in vec2 coords2D; #line 0 "header.h" float myAbs(float x) { if (x > 0) { return x; } else { return -x; } } #line 22 "spv.pp.line.frag" void main() { float blendscale = myAbs(1.789); float bias = 2.0; float coords1D = 1.789; vec4 color = vec4(0.0, 0.0, 0.0, 0.0); #line 53 color += texture (texSampler1D, coords1D); color += texture (texSampler1D, coords1D, bias); #line 102 color += texture (texSampler2D, coords2D); color += texture (texSampler2D, coords2D, bias); gl_FragColor = mix(color, u, blend * blendscale); }