stuff
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varying vec4 v_TexCoord;
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uniform sampler2D g_Texture0; // {"hidden":true}
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uniform sampler2D g_Texture1; // {"label":"ui_editor_properties_opacity_mask","mode":"opacitymask","combo":"MASK","paintdefaultcolor":"0 0 0 1"}
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uniform float g_UserAlpha; // {"material":"alpha","label":"ui_editor_properties_alpha","default":1.0,"range":[0.01, 1]}
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void main() {
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vec4 albedo = texSample2D(g_Texture0, v_TexCoord.xy);
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#if MASK
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float mask = texSample2D(g_Texture1, v_TexCoord.zw).r;
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#else
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float mask = 1.0;
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#endif
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albedo.a *= mask * g_UserAlpha;
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gl_FragColor = albedo;
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}
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@@ -0,0 +1,15 @@
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uniform mat4 g_ModelViewProjectionMatrix;
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uniform vec4 g_Texture1Resolution;
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attribute vec3 a_Position;
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attribute vec2 a_TexCoord;
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varying vec4 v_TexCoord;
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void main() {
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gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
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v_TexCoord.xy = a_TexCoord;
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v_TexCoord.zw = vec2(v_TexCoord.x * g_Texture1Resolution.z / g_Texture1Resolution.x,
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v_TexCoord.y * g_Texture1Resolution.w / g_Texture1Resolution.y);
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}
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