// ShaderTextureMask::fragmentShaderText PRECISON; VARYING_FRAG vec2 texCoord; uniform sampler2D textureUnit; uniform sampler2D textureUnitMask; FRAG_OUT_DEF; void main() { float m = texture2D(textureUnitMask,texCoord).r; if (m < 0.5) discard; gl_FragColor=texture2D(textureUnit,texCoord)*m; }