Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
		
			
				
	
	
		
			15 lines
		
	
	
		
			299 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			15 lines
		
	
	
		
			299 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
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uniform float factor;
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in vec2 texCoord_interp;
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out vec4 fragColor;
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uniform vec4 color;
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uniform sampler2D image;
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void main()
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{
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  vec4 tex = texture(image, texCoord_interp);
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  tex.rgb = ((0.3333333 * factor) * vec3(tex.r + tex.g + tex.b)) + (tex.rgb * (1.0 - factor));
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  fragColor = tex * color;
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}
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