25 lines
426 B
Plaintext
25 lines
426 B
Plaintext
#version 100
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precision mediump float;
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precision highp int;
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struct Gradient
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{
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vec4 color1;
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vec4 color2;
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};
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uniform Gradient _gradient;
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uniform mediump sampler2D cover;
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varying highp vec2 vUV;
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varying highp vec2 vCoverUV;
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void main()
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{
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gl_FragData[0] = mix(_gradient.color1, _gradient.color2, vec4(clamp(vUV.x, 0.0, 1.0)));
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float c = min(abs(texture2D(cover, vCoverUV).x), 1.0);
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gl_FragData[0] *= c;
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}
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