2016-09-03 17:36:47 +02:00

14 lines
373 B
C

#include "shaders_common.h"
static const char *fragment_source = GLSL(
varying vec2 vTex;
uniform sampler2D sTex0;
uniform sampler2D sTex1;
uniform float uMix;
void main() {
gl_FragColor = vec4(pow(mix(pow(texture2D(sTex0, vTex).rgb, vec3(2.2)), pow(texture2D(sTex1, vTex).rgb, vec3(2.2)), uMix), vec3(1.0 / 2.2)), 1.0);
}
);