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