// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform sampler2D mask; uniform int useMask; uniform sampler2D original; uniform sampler2D edited; uniform float mixRatio; void main() { vec4 msk = texture2D( mask, v_vTexcoord ); vec4 ori = texture2D( original, v_vTexcoord ); vec4 edt = texture2D( edited, v_vTexcoord ); float rat = (useMask == 1? (msk.r + msk.g + msk.b) / 3. * msk.a : 1.) * mixRatio; gl_FragColor = mix(ori, edt, clamp(rat, 0., 1.)); }