#ifdef GL_ES precision highp float; #endif // Samplers varying vec2 vUV; varying vec4 vColor; uniform vec4 textureMask; uniform sampler2D diffuseSampler; #ifdef CLIPPLANE varying float fClipDistance; #endif void main(void) { #ifdef CLIPPLANE if (fClipDistance > 0.0) discard; #endif vec4 baseColor = texture2D(diffuseSampler, vUV); gl_FragColor = (baseColor * textureMask + (vec4(1., 1., 1., 1.) - textureMask)) * vColor; }