PivotQuadMaskedFragShader.fsh 314 B

1234567891011
  1. uniform lowp sampler2D sTexture;
  2. uniform lowp vec4 Colour;
  3. varying mediump vec2 TexCoord;
  4. void main()
  5. {
  6. // Write the constant colour and modulate the alpha with the intensity value from the texture
  7. gl_FragColor = vec4(Colour.rgb, Colour.a * texture2D(sTexture, TexCoord).r);
  8. }