// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform int tile_type; uniform int useMask; uniform int preserveAlpha; uniform sampler2D mask; uniform sampler2D fore; uniform float opacity; float sampleMask() { if(useMask == 0) return 1.; vec4 m = texture2D( mask, v_vTexcoord ); return (m.r + m.g + m.b) / 3. * m.a; } void main() { vec4 _col0 = texture2D( gm_BaseTexture, v_vTexcoord ); vec2 _frtx = tile_type == 1? fract(v_vTexcoord * dimension) : v_vTexcoord; vec4 _col1 = texture2D( fore, _frtx ); float mx = opacity * sampleMask(); ///////////////////////////////////////////////// vec4 res = vec4(abs(_col0.rgb - _col1.rgb), 1.); ///////////////////////////////////////////////// gl_FragColor = mix(_col0, res, mx); }