16 lines
419 B
GLSL
16 lines
419 B
GLSL
uniform sampler2D texture;
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uniform sampler2D mask;
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uniform vec2 offset;
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uniform vec2 src;
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void main() {
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// Lookup the pixels in the textures
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vec4 maskpix = texture2D(mask, gl_TexCoord[0].xy);
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vec4 texpix = texture2D(texture, gl_TexCoord[0].xy);
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// If the mask is black, carry the soruce texture through
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if(maskpix.rgb == vec3(0.0,0.0,0.0))
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gl_FragColor = texpix;
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else gl_FragColor = vec4(0.0,0.0,0.0,0.0);
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}
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