zcover.frag.1.glsl100es 426 B

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  1. #version 100
  2. precision mediump float;
  3. precision highp int;
  4. struct Gradient
  5. {
  6. vec4 color1;
  7. vec4 color2;
  8. };
  9. uniform Gradient _gradient;
  10. uniform mediump sampler2D cover;
  11. varying highp vec2 vUV;
  12. varying highp vec2 vCoverUV;
  13. void main()
  14. {
  15. gl_FragData[0] = mix(_gradient.color1, _gradient.color2, vec4(clamp(vUV.x, 0.0, 1.0)));
  16. float c = min(abs(texture2D(cover, vCoverUV).x), 1.0);
  17. gl_FragData[0] *= c;
  18. }