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14 lines
322 B
GLSL
14 lines
322 B
GLSL
uniform sampler2D u_colorTex;
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uniform sampler2D u_maskTex;
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uniform float u_opacity;
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varying vec2 v_colorTexCoords;
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varying vec2 v_maskTexCoords;
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void main()
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{
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vec4 finalColor = texture2D(u_colorTex, v_colorTexCoords) * texture2D(u_maskTex, v_maskTexCoords);
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finalColor.a *= u_opacity;
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gl_FragColor = finalColor;
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}
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