21 lines
603 B
GLSL
21 lines
603 B
GLSL
precision mediump float;
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uniform vec4 u_v4_clr;
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//uniform sampler2D u_sam_tex;
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uniform sampler2D u_sam_tex_mask;
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uniform float u_flt_inv_alpha;
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//varying vec2 v_v2_txc;
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varying vec2 v_v2_txc_mask;
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varying float v_flt_alpha;
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void main()
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{
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if(v_v2_txc_mask.x < 0.0)discard;
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if(v_v2_txc_mask.x > 1.0)discard;
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if(v_v2_txc_mask.y < 0.0)discard;
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if(v_v2_txc_mask.y > 1.0)discard;
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float alpha = texture2D(u_sam_tex_mask, v_v2_txc_mask).a;
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//gl_FragColor = texture2D(u_sam_tex, v_v2_txc);
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gl_FragColor = u_v4_clr;//vec4(0.1, 0.3, 0.9, 1.0);
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gl_FragColor.a *= alpha*v_flt_alpha*(1.0-u_flt_inv_alpha);
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}
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