// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform sampler2D alpha_mask; void main() { vec4 alpha = texture2D( alpha_mask, v_vTexcoord ); gl_FragColor = vec4(texture2D( gm_BaseTexture, v_vTexcoord ).rgb, alpha); gl_FragColor = vec4(vec3(1.), alpha); }