in vec4 color; in vec2 texCoord; out vec4 fragColor; uniform sampler2D tex; uniform sampler2D mask_tex; uniform float offset_x; uniform float offset_y; uniform float resolution_x; uniform float resolution_y; uniform float mask_resolution_x; uniform float mask_resolution_y; void main(void) { vec4 col = texture2D(tex, texCoord); vec2 mask_coords = vec2((texCoord.x*resolution_x + offset_x)/mask_resolution_x, (texCoord.y*resolution_y + offset_y)/mask_resolution_y); vec4 mask = texture2D(mask_tex, mask_coords); fragColor = vec4(col.rgb, col.a*mask.a); }