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