3 layout(location=0) in vec2 vTexCoord;
4 layout(location=1) in vec2 vMaskTexCoord;
6 layout(set=0, binding=1, std140) uniform FragData
11 float preMultipliedAlpha;
12 float auxiliaryImageAlpha;
15 layout(set=0, binding=2) uniform sampler2D sTexture;
16 layout(set=0, binding=3) uniform sampler2D sMask;
18 layout(location=0) out vec4 fragColor;
22 vec4 color = texture( sTexture, vTexCoord );
23 vec4 mask = texture( sMask, vMaskTexCoord );
25 vec3 mixedColor = color.rgb * mix( 1.0-mask.a, 1.0, 1.0-auxiliaryImageAlpha) + mask.rgb*mask.a * auxiliaryImageAlpha;
27 fragColor = vec4(mixedColor,1.0) * uColor * vec4( mixColor, 1.0 );