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16 lines
432 B
GLSL
16 lines
432 B
GLSL
uniform mat4 u_Color;
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varying vec2 v_TexCoord;
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varying vec2 v_TexCoord2;
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varying vec2 v_TexCoord3;
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uniform sampler2D u_Tex0;
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uniform sampler2D u_Tex1;
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void main()
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{
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gl_FragColor = texture2D(u_Tex0, v_TexCoord);
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vec4 texcolor = texture2D(u_Tex0, v_TexCoord2);
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vec4 effectColor = texture2D(u_Tex1, v_TexCoord3);
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if(texcolor.a > 0.1) {
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gl_FragColor *= effectColor;
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}
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if(gl_FragColor.a < 0.01) discard;
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} |