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| uniform vec2 u_pattern_tl_a; | |
| uniform vec2 u_pattern_br_a; | |
| uniform vec2 u_pattern_tl_b; | |
| uniform vec2 u_pattern_br_b; | |
| uniform vec2 u_texsize; | |
| uniform float u_mix; | |
| uniform float u_opacity; | |
| uniform sampler2D u_image; | |
| varying vec2 v_pos_a; | |
| varying vec2 v_pos_b; | |
| void main() { | |
| vec2 imagecoord = mod(v_pos_a, 1.0); | |
| vec2 pos = mix(u_pattern_tl_a / u_texsize, u_pattern_br_a / u_texsize, imagecoord); | |
| vec4 color1 = texture2D(u_image, pos); | |
| vec2 imagecoord_b = mod(v_pos_b, 1.0); | |
| vec2 pos2 = mix(u_pattern_tl_b / u_texsize, u_pattern_br_b / u_texsize, imagecoord_b); | |
| vec4 color2 = texture2D(u_image, pos2); | |
| gl_FragColor = mix(color1, color2, u_mix) * u_opacity; | |
| gl_FragColor = vec4(1.0); | |
| } | |