Update multipass shader test
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This commit is contained in:
2026-05-08 17:41:53 +10:00
parent ad24a20fdb
commit eede6938cb

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@@ -17,19 +17,18 @@ float gridMask(float2 uv)
float4 buildMask(ShaderContext context)
{
float mask = saturate(max(ringMask(context.uv), gridMask(context.uv)));
return float4(mask, context.uv.x, context.uv.y, 1.0);
return float4(context.sourceColor.rgb, mask);
}
float4 applyMask(ShaderContext context)
{
float4 generated = sampleVideo(context.uv);
float mask = generated.r;
float2 encodedUv = generated.gb;
float checker = step(0.5, frac((encodedUv.x + encodedUv.y) * max(scale, 1.0)));
float mask = generated.a;
float checker = step(0.5, frac((context.uv.x + context.uv.y) * max(scale, 1.0)));
float3 testColor = lerp(float3(0.0, 0.75, 1.0), float3(1.0, 0.1, 0.85), checker);
float3 base = context.sourceColor.rgb * 0.35;
float3 base = generated.rgb;
float3 color = lerp(base, testColor, mask * saturate(intensity));
return float4(color, context.sourceColor.a);
return float4(color, 1.0);
}
float4 shadeVideo(ShaderContext context)