zcover.frag.2.glsl150 244 B

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  1. #version 150
  2. uniform sampler2D tex;
  3. uniform sampler2D cover;
  4. out vec4 fragColor;
  5. in vec2 vUV;
  6. in vec2 vCoverUV;
  7. void main()
  8. {
  9. fragColor = texture(tex, vUV);
  10. float c = min(abs(texture(cover, vCoverUV).x), 1.0);
  11. fragColor *= c;
  12. }