#pragma BLENDER_REQUIRE(common_colormanagement_lib.glsl) uniform sampler2D imgTexture; uniform vec4 color; in vec2 uvs; out vec4 fragColor; void main() { vec2 uvs_clamped = clamp(uvs, 0.0, 1.0); float mask_value = texture_read_as_linearrgb(imgTexture, true, uvs_clamped).r; fragColor = vec4(color.rgb * mask_value, color.a); }