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