particles.fragment.fx 457 B

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  1. #ifdef GL_ES
  2. precision highp float;
  3. #endif
  4. // Samplers
  5. varying vec2 vUV;
  6. varying vec4 vColor;
  7. uniform vec4 textureMask;
  8. uniform sampler2D diffuseSampler;
  9. #ifdef CLIPPLANE
  10. varying float fClipDistance;
  11. #endif
  12. void main(void) {
  13. #ifdef CLIPPLANE
  14. if (fClipDistance > 0.0)
  15. discard;
  16. #endif
  17. vec4 baseColor = texture2D(diffuseSampler, vUV);
  18. gl_FragColor = (baseColor * textureMask + (vec4(1., 1., 1., 1.) - textureMask)) * vColor;
  19. }