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lace/3-mid/opengl/assets/shader/texturing-frag.snippet

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uniform int texture_Count;
uniform sampler2D Textures [16];
uniform float Fade [16];
uniform bool texture_Applies [16];
vec4
apply_Texturing (vec2 Coords)
{
vec4 Color = vec4 (0);
for (int i = 0; i < texture_Count; ++i)
{
if (texture_Applies [i])
{
Color.rgb += texture (Textures [i], Coords).rgb
* texture (Textures [i], Coords).a
* (1.0 - Fade [i]);
// Color.a += texture (Textures [i], Coords).a * (1.0 - Fade [1]);
Color.a = max (Color.a,
texture (Textures [i],Coords).a * (1.0 - Fade [i]));
// Color.a = max (Color.a,
// texture (Textures [i],Coords).a);
}
}
return Color;
}