JustPaste.it

#import "Common/ShaderLib/Texture.glsllib"
#import "Common/ShaderLib/Parallax.glsllib"
#import "Common/ShaderLib/Optics.glsllib"
#import "Common/ShaderLib/BlinnPhongLighting.glsllib"
#import "Common/ShaderLib/Lighting.glsllib"

out vec4 out_Color;

flat in vec2 offsetUV;
flat in vec2 offsetUV2;
flat in vec2 alphas;

uniform sampler2D m_ColorMap;

uniform float m_alpha;

varying vec2 texCoord;

void main(){

vec2 offset1 = vec2(offsetUV.x,offsetUV.y);
vec2 offset2 = vec2(offsetUV2.x,offsetUV2.y);

vec4 texColor = texture2D(m_ColorMap, texCoord+offset1);
vec4 texColorX = texture2D(m_ColorMap, texCoord+vec2(offset2.x,offset1.y));
vec4 texColorY = texture2D(m_ColorMap, texCoord+vec2(offset1.x,offset2.y));
vec4 texColorXY = texture2D(m_ColorMap, texCoord+offset2);

vec4 color = texColor * alphas.x + texColorX * (1.0 - alphas.x);
vec4 color2 = texColorY * alphas.x + texColorXY * (1.0 - alphas.x);

vec4 finalColor = color * (alphas.y) + color2 * (1.0-alphas.y);

finalColor.a = finalColor.a * m_alpha;

out_Color = finalColor; //vec4(0.6,0.1,0.5,1.0);
}