Created
September 25, 2024 03:46
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#ifdef GL_ES | |
precision mediump float; | |
#else | |
#define mediump | |
#endif | |
uniform sampler2D sheet; // spritesheet texture | |
uniform vec2 filterResolution; // size of filter | |
uniform vec2 sheetResolution; // native ACTUAL size of spritesheet | |
uniform vec2 maskXY; // xy of mask sprite | |
uniform sampler2D tex0; | |
varying vec2 tcoord; | |
varying vec4 color; | |
void main() { | |
vec4 texColor, maskColor; | |
texColor = texture2D(tex0, tcoord); | |
maskColor = texture2D(sheet, (tcoord * filterResolution + maskXY) / sheetResolution.x); | |
if (maskColor.a < 0.1) discard; | |
gl_FragColor = color * texColor; | |
} |
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