#version 300 es #define ALLOW_INCLUDES #extension GL_ARB_shading_language_include : enable #include "defines.h" precision highp float; in vec2 v_texcoord; // is in 0-1 uniform sampler2D tex; uniform sampler2D texMatte; layout(location = 0) out vec4 fragColor; #if USE_MIRROR layout(location = 1) out vec4 mirrorColor; #endif void main() { fragColor = texture(tex, v_texcoord) * texture(texMatte, v_texcoord)[0]; // I know it only uses R, but matte should be black/white anyways. #if USE_MIRROR mirrorColor = fragColor; #endif }