@@ -8,17 +8,17 @@ uniform sampler2D rteTexture;
88uniform sampler2D rteGUITexture;
99
1010vec4 texture2DAA(sampler2D tex, vec2 uv) {
11- vec2 texsize = vec2 (textureSize(tex,0 ));
12- vec2 uv_texspace = uv* texsize;
13- vec2 seam = floor (uv_texspace+ .5 );
14- uv_texspace = (uv_texspace- seam)/ fwidth (uv_texspace)+ seam;
15- uv_texspace = clamp (uv_texspace, seam- .5 , seam+ .5 );
16- return texture(tex, uv_texspace/ texsize);
11+ vec2 texsize = vec2 (textureSize(tex, 0 ));
12+ vec2 uv_texspace = uv * texsize;
13+ vec2 seam = floor (uv_texspace + .5 );
14+ uv_texspace = (uv_texspace - seam) / fwidth (uv_texspace) + seam;
15+ uv_texspace = clamp (uv_texspace, seam - .5 , seam + .5 );
16+ return texture(tex, uv_texspace / texsize);
1717}
1818
1919void main() {
20- vec4 guiColor = texture2DAA(rteGUITexture, textureUV);
21- float guiSolid = step (0.00000001 , guiColor.r + guiColor.g + guiColor.b);
22- float blendRatio = max (guiColor.a, guiSolid);
23- FragColor = (texture2DAA(rteTexture, textureUV) * (1 - blendRatio)) + guiColor * blendRatio;
20+ vec4 guiColor = texture2DAA(rteGUITexture, textureUV);
21+ float guiSolid = step (0.00000001 , guiColor.r + guiColor.g + guiColor.b);
22+ float blendRatio = max (guiColor.a, guiSolid);
23+ FragColor = (texture2DAA(rteTexture, textureUV) * (1 - blendRatio)) + guiColor * blendRatio;
2424}
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