// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform sampler2D mask; void main() { vec4 m = texture2D( mask, v_vTexcoord ); if(length(m.rgb * m.a) > 0.1) gl_FragColor = texture2D( gm_BaseTexture, v_vTexcoord ); else gl_FragColor = vec4(0.); }