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- #ifdef GL_ES
- #define LOWP lowp
- precision mediump float;
- #else
- #define LOWP
- #endif
- varying LOWP vec4 vColor;
- varying vec2 vTexCoord;
- uniform sampler2D u_texture;
- uniform sampler2D u_texture1;
- uniform sampler2D u_mask;
- void main(void) {
- vec4 texColor0 = texture2D(u_texture, vTexCoord)+texture2D(u_texture1, vTexCoord);
- vec4 texColor1 = texture2D(u_texture1, vTexCoord);
- float mask = texture2D(u_texture1, vTexCoord).a*texture2D(u_mask, vTexCoord).a;
- //float mask = texture2D(u_texture1, vTexCoord).a*texture2D(u_mask, vTexCoord).a;
- //interpolate the colours based on the mask
- gl_FragColor = vColor * mix(texColor0, texColor1, mask);
- }
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