zcover.frag.0.glsl150 274 B

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  1. #version 150
  2. struct Color
  3. {
  4. vec4 color;
  5. };
  6. uniform Color _color;
  7. uniform sampler2D cover;
  8. out vec4 fragColor;
  9. in vec2 vCoverUV;
  10. in vec2 vUV;
  11. void main()
  12. {
  13. fragColor = _color.color;
  14. float c = min(abs(texture(cover, vCoverUV).x), 1.0);
  15. fragColor *= c;
  16. }