Gaëtan Renaudeau 36a702f2e8 add docs
2015-08-27 14:37:18 +02:00

14 lines
275 B
GLSL

precision highp float;
varying vec2 uv;
uniform sampler2D t;
uniform sampler2D map;
uniform float factor;
uniform vec3 color;
void main () {
vec4 c = texture2D(t, uv);
float m = (1.0 - texture2D(map, uv).r) * factor;
gl_FragColor = vec4(mix(c.rgb, color, m), c.a);
}