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- #version 100
- precision mediump float;
- precision highp int;
- struct Gradient
- {
- vec4 color1;
- vec4 color2;
- };
- uniform Gradient _gradient;
- uniform mediump sampler2D cover;
- varying highp vec2 vUV;
- varying highp vec2 vCoverUV;
- void main()
- {
- gl_FragData[0] = mix(_gradient.color1, _gradient.color2, vec4(clamp(vUV.x, 0.0, 1.0)));
- float c = min(abs(texture2D(cover, vCoverUV).x), 1.0);
- gl_FragData[0] *= c;
- }
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