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23 lines
601 B
Text
23 lines
601 B
Text
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uniform float _Treshold;
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uniform sampler2D _MainTex;
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void main ()
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{
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vec2 tmpvar_1[3];
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tmpvar_1[0] = gl_TexCoord[0].xy;
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tmpvar_1[1] = gl_TexCoord[1].xy;
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tmpvar_1[2] = gl_TexCoord[2].xy;
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vec4 original;
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vec4 tmpvar_2;
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tmpvar_2 = texture2D (_MainTex, tmpvar_1[0]);
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original = tmpvar_2;
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vec3 tmpvar_3;
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tmpvar_3 = (((tmpvar_2.xyz * 2.0) - texture2D (_MainTex, tmpvar_1[1]).xyz) - texture2D (_MainTex, tmpvar_1[2]).xyz);
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float tmpvar_4;
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tmpvar_4 = dot (tmpvar_3, tmpvar_3);
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if ((tmpvar_4 >= _Treshold)) {
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original.xyz = vec3(0.0, 0.0, 0.0);
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};
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gl_FragData[0] = original;
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}
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