// [COMBO] {"material":"ui_editor_properties_blend_mode","combo":"BLENDMODE","type":"imageblending","default":30} #include "common_blending.h" varying vec4 v_TexCoord; uniform sampler2D g_Texture0; // {"hidden":true} uniform sampler2D g_Texture1; // {"label":"ui_editor_properties_opacity_mask","mode":"opacitymask","combo":"MASK","paintdefaultcolor":"0 0 0 1"} uniform float g_BlendAlpha; // {"material":"alpha", "label":"ui_editor_properties_alpha","default":1,"range":[0,1]} uniform vec3 g_TintColor; // {"material":"color", "label":"ui_editor_properties_color", "type": "color", "default":"1 0 0"} void main() { vec4 albedo = texSample2D(g_Texture0, v_TexCoord.xy); float mask = g_BlendAlpha; #if MASK mask *= texSample2D(g_Texture1, v_TexCoord.zw).r; #endif albedo.rgb = ApplyBlending(BLENDMODE, albedo.rgb, g_TintColor, mask); #if BLENDMODE == 0 albedo.a = 1.0; #endif gl_FragColor = albedo; }