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#pragma BLENDER_REQUIRE(eevee_film_lib.glsl)
layout(std140) uniform film_block
{
FilmData film;
};
uniform sampler2D data_tx;
uniform sampler2D weight_tx;
uniform sampler2D first_sample_tx;
in vec4 uvcoordsvar;
layout(location = 0) out vec4 out_color;
void main(void)
{
vec2 uv = uvcoordsvar.xy;
vec4 color = textureLod(data_tx, uv, 0.0);
float weight = textureLod(weight_tx, uv, 0.0).r;
out_color = film_data_decode(film, color, weight);
vec4 first_sample = textureLod(first_sample_tx, uv, 0.0);
out_color = mix(first_sample, out_color, film.opacity);
}
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