}
void main() {
- vec4 mask = Texture(parentMap, vUv);
- vec4 diffuse = Texture(map, vUv);
+ vec4 Cb = Texture(parentMap, vUv);
+ vec4 Cs = Texture(map, vUv);
vec3 res;
if (blendMode == 0) {
- res = diffuse.xyz;
+ res = Cs.xyz;
}
else if (blendMode == 1) {
- res = BlendMultiply(mask.xyz, diffuse.xyz);
+ res = BlendMultiply(Cb.xyz, Cs.xyz);
}
else if (blendMode == 2) {
- res = BlendScreen(mask.xyz, diffuse.xyz);
+ res = BlendScreen(Cb.xyz, Cs.xyz);
}
else if (blendMode == 3) {
- res = BlendOverlay(mask.xyz, diffuse.xyz);
+ res = BlendOverlay(Cb.xyz, Cs.xyz);
}
else if (blendMode == 4) {
- res = BlendDarken(mask.xyz, diffuse.xyz);
+ res = BlendDarken(Cb.xyz, Cs.xyz);
}
else if (blendMode == 5) {
- res = BlendLighten(mask.xyz, diffuse.xyz);
+ res = BlendLighten(Cb.xyz, Cs.xyz);
}
else if (blendMode == 8) {
- res = BlendHardLight(mask.xyz, diffuse.xyz);
+ res = BlendHardLight(Cb.xyz, Cs.xyz);
}
else {
// Use red for debugging missing blend modes
res = vec3(1.0, 0.0, 0.0);
}
- setOutputColor(vec4(res, diffuse.a * alpha));
+ setOutputColor(vec4(res, Cs.a * alpha));
}