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cda4952145
- Commend vertex slice - Add helper for binding mask texture (and specify that it's a mask) - Prefix uniform members of ShaderProgram with u_. This makes it easy to identify in the rest of code.
11 lines
222 B
GLSL
11 lines
222 B
GLSL
#version 330 core
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in vec2 TexCoords;
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uniform sampler2D mask;
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uniform vec3 textColor;
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void main()
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{
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vec4 sampled = vec4(1.0, 1.0, 1.0, texture(mask, TexCoords).r);
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gl_FragColor = vec4(textColor, 1.0) * sampled;
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}
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