#ifdef GL_ES precision mediump float; precision mediump int; #endif uniform sampler2D textureSampler; uniform sampler2D maskSampler; uniform vec2 texcoordOffset; varying vec4 vertColor; varying vec4 vertTexcoord; void main() { vec4 texColor = texture2D(textureSampler, vertTexcoord.st).rgba; vec4 maskColor = texture2D(maskSampler, vec2(vertTexcoord.s, 1.0 - vertTexcoord.t)).rgba; gl_FragColor = mix(texColor, vec4(0, 0, 0, 0), 1.0 - maskColor.r); }