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22 lines
578 B
GLSL
22 lines
578 B
GLSL
precision highp float;
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varying vec2 varTexcoord;
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uniform sampler2D mask;
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uniform vec4 color;
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void main (void)
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{
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vec3 maskColor = texture2D(mask, varTexcoord.st, 0.0).rgb;
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float srcAlpha = color.a * clamp(maskColor.r + maskColor.b, 0.0, 1.0);
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vec3 borderColor = vec3(1.0, 1.0, 1.0);
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//vec3 finalColor = mix(color.rgb, borderColor, maskColor.g);
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vec3 finalColor = mix(color.rgb, vec3(1.0, 1.0, 1.0), maskColor.b);
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gl_FragColor.rgb = (finalColor * srcAlpha) / srcAlpha;
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gl_FragColor.a = srcAlpha;
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gl_FragColor.rgb *= gl_FragColor.a;
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}
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