retrace/Shaders/PillScreenRenderer.shader

11 lines
314 B
Plaintext
Raw Normal View History

shader_type canvas_item;
uniform sampler2D true_view;
uniform sampler2D masked_view;
uniform float mask_factor;
void fragment() {
// Add the masked view and the true view depending on the factor
COLOR = (1.0f - mask_factor) * texture(true_view, SCREEN_UV) + mask_factor * texture(masked_view, SCREEN_UV);
}