"{ "\r
" vec4 rgba = vec4(texture2D(plane[0], gl_TexCoord[0].st).rrr, 1.0); "\r
" if(local_key) "\r
- " rgba.a = texture2D(plane[3], gl_TexCoord[1].st).r; "\r
+ " rgba.a *= texture2D(plane[3], gl_TexCoord[1].st).r; "\r
" if(layer_key) "\r
" rgba.a *= texture2D(plane[4], gl_TexCoord[1].st).r; "\r
" gl_FragColor = rgba * gain; "\r
"{ "\r
" vec4 abgr = texture2D(plane[0], gl_TexCoord[0].st); "\r
" if(local_key) "\r
- " abgr.b = texture2D(plane[3], gl_TexCoord[1].st).r; "\r
+ " abgr.b *= texture2D(plane[3], gl_TexCoord[1].st).r; "\r
" if(layer_key) "\r
" abgr.b *= texture2D(plane[4], gl_TexCoord[1].st).r; "\r
" gl_FragColor = abgr.argb * gain; "\r
"{ "\r
" vec4 argb = texture2D(plane[0], gl_TexCoord[0].st); "\r
" if(local_key) "\r
- " argb.b = texture2D(plane[3], gl_TexCoord[1].st).r; "\r
+ " argb.b *= texture2D(plane[3], gl_TexCoord[1].st).r; "\r
" if(layer_key) "\r
" argb.b *= texture2D(plane[4], gl_TexCoord[1].st).r; "\r
" gl_FragColor = argb.grab * gl_Color * gain; "\r
"{ "\r
" vec4 bgra = texture2D(plane[0], gl_TexCoord[0].st); "\r
" if(local_key) "\r
- " bgra.a = texture2D(plane[3], gl_TexCoord[1].st).r; "\r
+ " bgra.a *= texture2D(plane[3], gl_TexCoord[1].st).r; "\r
" if(layer_key) "\r
" bgra.a *= texture2D(plane[4], gl_TexCoord[1].st).r; "\r
" gl_FragColor = bgra.rgba * gl_Color * gain; "\r
"{ "\r
" vec4 rgba = texture2D(plane[0], gl_TexCoord[0].st); "\r
" if(local_key) "\r
- " rgba.a = texture2D(plane[3], gl_TexCoord[1].st).r; "\r
+ " rgba.a *= texture2D(plane[3], gl_TexCoord[1].st).r; "\r
" if(layer_key) "\r
" rgba.a *= texture2D(plane[4], gl_TexCoord[1].st).r; "\r
" gl_FragColor = rgba.bgra * gl_Color * gain; "\r
" float cr = texture2D(plane[2], gl_TexCoord[0].st).r; "\r
" float a = 1.0; " \r
" if(local_key) "\r
- " a = texture2D(plane[3], gl_TexCoord[1].st).r; "\r
+ " a *= texture2D(plane[3], gl_TexCoord[1].st).r; "\r
" if(layer_key) "\r
" a *= texture2D(plane[4], gl_TexCoord[1].st).r; "\r
" if(HD) "\r
" float y = texture2D(plane[0], gl_TexCoord[0].st).r; "\r
" float cb = texture2D(plane[1], gl_TexCoord[0].st).r; "\r
" float cr = texture2D(plane[2], gl_TexCoord[0].st).r; "\r
- " float a = 1.0; "\r
+ " float a = texture2D(plane[3], gl_TexCoord[0].st).r; "\r
" if(local_key) "\r
- " a = texture2D(plane[3], gl_TexCoord[1].st).r; "\r
- " else "\r
- " a = texture2D(plane[3], gl_TexCoord[0].st).r; "\r
+ " a *= texture2D(plane[3], gl_TexCoord[1].st).r; "\r
" if(layer_key) "\r
" a *= texture2D(plane[4], gl_TexCoord[1].st).r; "\r
" if(HD) "\r