14 lines
256 B
GLSL
14 lines
256 B
GLSL
#version 450
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uniform sampler2D tex0;
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uniform sampler2D texa;
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in vec2 texCoord;
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out vec4 FragColor;
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void main() {
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vec4 col = textureLod(tex0, texCoord, 0);
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float mask = clamp(textureLod(texa, texCoord, 0).r + 0.5, 0.0, 1.0);
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FragColor = col * mask;
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}
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