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#pragma parameter OverlayMix "Overlay Mix" 1.0 0.0 1.0 0.05
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#pragma parameter SCALE "Box Scale" 4.0 0.25 4.0 0.05
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#pragma parameter ASPECTRATIO "Aspect Ratio" 87.0 43.0 87.0 44.0
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+ #pragma parameter ThickBool "Thick Borders" 0.0 0.0 1.0 1.0
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#if defined(VERTEX)
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@@ -110,7 +111,9 @@ uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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uniform sampler2D Texture;
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uniform sampler2D BORDER;
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+ uniform sampler2D BORDERTHICK;
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uniform sampler2D overlay;
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+ uniform sampler2D overlay2;
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COMPAT_VARYING vec4 TEX0;
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// compatibility #defines
@@ -123,9 +126,11 @@ COMPAT_VARYING vec4 TEX0;
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#ifdef PARAMETER_UNIFORM
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uniform COMPAT_PRECISION float OverlayMix;
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uniform COMPAT_PRECISION float ASPECTRATIO;
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+ uniform COMPAT_PRECISION float ThickBool;
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#else
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#define OverlayMix 1.0
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#define ASPECTRATIO 43.0
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+ #define ThickBool 0.0
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#endif
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float blendSoftlight(float base, float blend) {
@@ -135,21 +140,30 @@ float blendSoftlight(float base, float blend) {
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void main()
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{
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- vec4 frame = COMPAT_TEXTURE(Source, vTexCoord).rgba;
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- vec4 softlight = COMPAT_TEXTURE(overlay, vTexCoord).rgba;
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+ vec4 frame = COMPAT_TEXTURE(Source, vTexCoord).rgba;
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+ vec4 softlight = COMPAT_TEXTURE(overlay, vTexCoord).rgba;
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+ if ( OverlayMix < 1.0 ){
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+ softlight = COMPAT_TEXTURE(overlay2, vTexCoord).rgba;
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+ softlight.a = OverlayMix;
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+ }
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vec4 ImageFinal = frame;
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ImageFinal.r = blendSoftlight(frame.r,softlight.r);
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ImageFinal.g = blendSoftlight(frame.g,softlight.g);
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ImageFinal.b = blendSoftlight(frame.b,softlight.b);
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ImageFinal.a = blendSoftlight(frame.a,softlight.a);
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- ImageFinal = mix (frame,clamp (ImageFinal,0.0 ,OverlayMix),softlight.a);
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+ ImageFinal = mix (frame,ImageFinal,softlight.a);
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+ // ImageFinal = mix(frame,clamp(ImageFinal,0.0,OverlayMix),softlight.a);
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+
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if (ASPECTRATIO == 87.0 ) {
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vec4 background = COMPAT_TEXTURE(BORDER, vTexCoord);
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-
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- FragColor = vec4 (mix (ImageFinal, background, background.a));
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+ if (ThickBool == 1.0 ){
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+ background = COMPAT_TEXTURE(BORDERTHICK, vTexCoord);
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+ }
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+
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+ FragColor = vec4 (mix (ImageFinal, background, background.a));
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}
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else {
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FragColor = vec4 (ImageFinal);
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