particles.fragment.fx 409 B

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