| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647 | /** * Blend two textures */const BlendShader = {	uniforms: {		'tDiffuse1': { value: null },		'tDiffuse2': { value: null },		'mixRatio': { value: 0.5 },		'opacity': { value: 1.0 }	},	vertexShader: /* glsl */`		varying vec2 vUv;		void main() {			vUv = uv;			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );		}`,	fragmentShader: /* glsl */`		uniform float opacity;		uniform float mixRatio;		uniform sampler2D tDiffuse1;		uniform sampler2D tDiffuse2;		varying vec2 vUv;		void main() {			vec4 texel1 = texture2D( tDiffuse1, vUv );			vec4 texel2 = texture2D( tDiffuse2, vUv );			gl_FragColor = opacity * mix( texel1, texel2, mixRatio );		}`};export { BlendShader };
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