precision highp float; varying vec2 varTexcoord; uniform sampler2D texture; uniform sampler2D mask; uniform vec4 color; void main (void) { vec4 dst = texture2D(texture, varTexcoord.st, 0.0); vec3 maskColor = texture2D(mask, varTexcoord.st, 0.0).rgb; float srcAlpha = clamp(0.78 * maskColor.r + maskColor.b + maskColor.g, 0.0, 1.0); vec3 borderColor = mix(color.rgb, vec3(1.0, 1.0, 1.0), 0.86); vec3 finalColor = mix(color.rgb, borderColor, maskColor.g); finalColor = mix(finalColor.rgb, vec3(1.0, 1.0, 1.0), maskColor.b); float outAlpha = srcAlpha + dst.a * (1.0 - srcAlpha); gl_FragColor.rgb = (finalColor * srcAlpha + dst.rgb * dst.a * (1.0 - srcAlpha)) / outAlpha; gl_FragColor.a = outAlpha; gl_FragColor.rgb *= gl_FragColor.a; }