zcover.frag.1.glsl150 358 B

1234567891011121314151617181920212223
  1. #version 150
  2. struct Gradient
  3. {
  4. vec4 color1;
  5. vec4 color2;
  6. };
  7. uniform Gradient _gradient;
  8. uniform sampler2D cover;
  9. out vec4 fragColor;
  10. in vec2 vUV;
  11. in vec2 vCoverUV;
  12. void main()
  13. {
  14. fragColor = mix(_gradient.color1, _gradient.color2, vec4(clamp(vUV.x, 0.0, 1.0)));
  15. float c = min(abs(texture(cover, vCoverUV).x), 1.0);
  16. fragColor *= c;
  17. }