#ifdef GL_ES precision mediump float; precision mediump int; #endif #define PROCESSING_TEXTURE_SHADER uniform sampler2D texture; uniform sampler2D mask; uniform vec2 texOffset; varying vec4 vertColor; varying vec4 vertTexCoord; void main() { vec4 texColor = texture2D(texture, vertTexCoord.st).rgba; vec4 maskColor = texture2D(mask, vec2(vertTexCoord.s, 1.0 - vertTexCoord.t)).rgba; gl_FragColor = mix(texColor, vec4(0, 0, 0, 0), 1.0 - maskColor.r); }