Reduce gpu mem usage
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@@ -1,14 +1,12 @@
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#version 330
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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uniform sampler2D tex2;
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uniform sampler2D texmask;
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uniform sampler2D texa;
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uniform sampler2D texb;
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uniform sampler2D texc;
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uniform float opac;
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uniform int blending;
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in vec2 texCoord;
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out vec4 FragColor[3];
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out vec4 FragColor;
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vec3 hsv_to_rgb(const vec3 c) {
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const vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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@@ -24,67 +22,66 @@ vec3 rgb_to_hsv(const vec3 c) {
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}
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void main() {
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vec4 col0 = textureLod(tex0, texCoord, 0);
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vec4 col1 = textureLod(tex1, texCoord, 0);
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vec4 col2 = textureLod(tex2, texCoord, 0);
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vec4 cola = textureLod(texa, texCoord, 0);
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vec4 colb = textureLod(texb, texCoord, 0);
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vec4 colc = textureLod(texc, texCoord, 0);
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float str = col0.a * opac;
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if (blending == 0) { // Mix
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FragColor[0] = vec4(mix(cola.rgb, col0.rgb, str), max(col0.a, cola.a));
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str *= textureLod(texmask, texCoord, 0).r;
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if (blending == -1) { // Merging _nor and _pack
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vec4 col1 = textureLod(tex1, texCoord, 0);
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FragColor = vec4(mix(cola, col1, str));
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}
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else if (blending == 0) { // Mix
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FragColor = vec4(mix(cola.rgb, col0.rgb, str), max(col0.a, cola.a));
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}
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else if (blending == 1) { // Darken
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FragColor[0] = vec4(mix(cola.rgb, min(cola.rgb, col0.rgb), str), max(col0.a, cola.a));
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FragColor = vec4(mix(cola.rgb, min(cola.rgb, col0.rgb), str), max(col0.a, cola.a));
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}
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else if (blending == 2) { // Multiply
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FragColor[0] = vec4(mix(cola.rgb, cola.rgb * col0.rgb, str), max(col0.a, cola.a));
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FragColor = vec4(mix(cola.rgb, cola.rgb * col0.rgb, str), max(col0.a, cola.a));
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}
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else if (blending == 3) { // Burn
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FragColor[0] = vec4(mix(cola.rgb, vec3(1.0, 1.0, 1.0) - (vec3(1.0, 1.0, 1.0) - cola.rgb) / col0.rgb, str), max(col0.a, cola.a));
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FragColor = vec4(mix(cola.rgb, vec3(1.0, 1.0, 1.0) - (vec3(1.0, 1.0, 1.0) - cola.rgb) / col0.rgb, str), max(col0.a, cola.a));
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}
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else if (blending == 4) { // Lighten
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FragColor[0] = vec4(max(cola.rgb, col0.rgb * str), max(col0.a, cola.a));
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FragColor = vec4(max(cola.rgb, col0.rgb * str), max(col0.a, cola.a));
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}
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else if (blending == 5) { // Screen
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FragColor[0] = vec4((vec3(1.0, 1.0, 1.0) - (vec3(1.0 - str, 1.0 - str, 1.0 - str) + str * (vec3(1.0, 1.0, 1.0) - col0.rgb)) * (vec3(1.0, 1.0, 1.0) - cola.rgb)), max(col0.a, cola.a));
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FragColor = vec4((vec3(1.0, 1.0, 1.0) - (vec3(1.0 - str, 1.0 - str, 1.0 - str) + str * (vec3(1.0, 1.0, 1.0) - col0.rgb)) * (vec3(1.0, 1.0, 1.0) - cola.rgb)), max(col0.a, cola.a));
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}
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else if (blending == 6) { // Dodge
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FragColor[0] = vec4(mix(cola.rgb, cola.rgb / (vec3(1.0, 1.0, 1.0) - col0.rgb), str), max(col0.a, cola.a));
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FragColor = vec4(mix(cola.rgb, cola.rgb / (vec3(1.0, 1.0, 1.0) - col0.rgb), str), max(col0.a, cola.a));
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}
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else if (blending == 7) { // Add
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FragColor[0] = vec4(mix(cola.rgb, cola.rgb + col0.rgb, str), max(col0.a, cola.a));
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FragColor = vec4(mix(cola.rgb, cola.rgb + col0.rgb, str), max(col0.a, cola.a));
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}
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else if (blending == 8) { // Overlay
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//FragColor[0] = vec4(mix(cola.rgb, (cola.rgb < vec3(0.5, 0.5, 0.5) ? vec3(2.0, 2.0, 2.0) * cola.rgb * col0.rgb : vec3(1.0, 1.0, 1.0) - vec3(2.0, 2.0, 2.0) * (vec3(1.0, 1.0, 1.0) - col0.rgb) * (vec3(1.0, 1.0, 1.0) - cola.rgb)), str), max(col0.a, cola.a)); // TODO
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FragColor[0] = vec4(mix(cola.rgb, col0.rgb, str), max(col0.a, cola.a));
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//FragColor = vec4(mix(cola.rgb, (cola.rgb < vec3(0.5, 0.5, 0.5) ? vec3(2.0, 2.0, 2.0) * cola.rgb * col0.rgb : vec3(1.0, 1.0, 1.0) - vec3(2.0, 2.0, 2.0) * (vec3(1.0, 1.0, 1.0) - col0.rgb) * (vec3(1.0, 1.0, 1.0) - cola.rgb)), str), max(col0.a, cola.a)); // TODO
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FragColor = vec4(mix(cola.rgb, col0.rgb, str), max(col0.a, cola.a));
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}
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else if (blending == 9) { // Soft Light
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FragColor[0] = vec4(((1.0 - str) * cola.rgb + str * ((vec3(1.0, 1.0, 1.0) - cola.rgb) * col0.rgb * cola.rgb + cola.rgb * (vec3(1.0, 1.0, 1.0) - (vec3(1.0, 1.0, 1.0) - col0.rgb) * (vec3(1.0, 1.0, 1.0) - cola.rgb)))), max(col0.a, cola.a));
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FragColor = vec4(((1.0 - str) * cola.rgb + str * ((vec3(1.0, 1.0, 1.0) - cola.rgb) * col0.rgb * cola.rgb + cola.rgb * (vec3(1.0, 1.0, 1.0) - (vec3(1.0, 1.0, 1.0) - col0.rgb) * (vec3(1.0, 1.0, 1.0) - cola.rgb)))), max(col0.a, cola.a));
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}
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else if (blending == 10) { // Linear Light
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FragColor[0] = vec4((cola.rgb + str * (vec3(2.0, 2.0, 2.0) * (col0.rgb - vec3(0.5, 0.5, 0.5)))), max(col0.a, cola.a));
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FragColor = vec4((cola.rgb + str * (vec3(2.0, 2.0, 2.0) * (col0.rgb - vec3(0.5, 0.5, 0.5)))), max(col0.a, cola.a));
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}
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else if (blending == 11) { // Difference
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FragColor[0] = vec4(mix(cola.rgb, abs(cola.rgb - col0.rgb), str), max(col0.a, cola.a));
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FragColor = vec4(mix(cola.rgb, abs(cola.rgb - col0.rgb), str), max(col0.a, cola.a));
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}
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else if (blending == 12) { // Subtract
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FragColor[0] = vec4(mix(cola.rgb, cola.rgb - col0.rgb, str), max(col0.a, cola.a));
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FragColor = vec4(mix(cola.rgb, cola.rgb - col0.rgb, str), max(col0.a, cola.a));
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}
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else if (blending == 13) { // Divide
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FragColor[0] = vec4(vec3(1.0 - str, 1.0 - str, 1.0 - str) * cola.rgb + vec3(str, str, str) * cola.rgb / col0.rgb, max(col0.a, cola.a));
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FragColor = vec4(vec3(1.0 - str, 1.0 - str, 1.0 - str) * cola.rgb + vec3(str, str, str) * cola.rgb / col0.rgb, max(col0.a, cola.a));
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}
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else if (blending == 14) { // Hue
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FragColor[0] = vec4(mix(cola.rgb, hsv_to_rgb(vec3(rgb_to_hsv(col0.rgb).r, rgb_to_hsv(cola.rgb).g, rgb_to_hsv(cola.rgb).b)), str), max(col0.a, cola.a));
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FragColor = vec4(mix(cola.rgb, hsv_to_rgb(vec3(rgb_to_hsv(col0.rgb).r, rgb_to_hsv(cola.rgb).g, rgb_to_hsv(cola.rgb).b)), str), max(col0.a, cola.a));
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}
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else if (blending == 15) { // Saturation
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FragColor[0] = vec4(mix(cola.rgb, hsv_to_rgb(vec3(rgb_to_hsv(cola.rgb).r, rgb_to_hsv(col0.rgb).g, rgb_to_hsv(cola.rgb).b)), str), max(col0.a, cola.a));
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FragColor = vec4(mix(cola.rgb, hsv_to_rgb(vec3(rgb_to_hsv(cola.rgb).r, rgb_to_hsv(col0.rgb).g, rgb_to_hsv(cola.rgb).b)), str), max(col0.a, cola.a));
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}
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else if (blending == 16) { // Color
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FragColor[0] = vec4(mix(cola.rgb, hsv_to_rgb(vec3(rgb_to_hsv(col0.rgb).r, rgb_to_hsv(col0.rgb).g, rgb_to_hsv(cola.rgb).b)), str), max(col0.a, cola.a));
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FragColor = vec4(mix(cola.rgb, hsv_to_rgb(vec3(rgb_to_hsv(col0.rgb).r, rgb_to_hsv(col0.rgb).g, rgb_to_hsv(cola.rgb).b)), str), max(col0.a, cola.a));
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}
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else { // Value
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FragColor[0] = vec4(mix(cola.rgb, hsv_to_rgb(vec3(rgb_to_hsv(cola.rgb).r, rgb_to_hsv(cola.rgb).g, rgb_to_hsv(col0.rgb).b)), str), max(col0.a, cola.a));
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FragColor = vec4(mix(cola.rgb, hsv_to_rgb(vec3(rgb_to_hsv(cola.rgb).r, rgb_to_hsv(cola.rgb).g, rgb_to_hsv(col0.rgb).b)), str), max(col0.a, cola.a));
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}
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FragColor[1] = vec4(mix(colb, col1, str));
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FragColor[2] = vec4(mix(colc, col2, str));
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}
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