#pragma BLENDER_REQUIRE(common_colormanagement_lib.glsl) void main() { vec4 mask = vec4(texture_read_as_srgb(maskImage, maskImagePremultiplied, uv_interp).rgb, 1.0); if (maskInvertStencil) { mask.rgb = 1.0 - mask.rgb; } float mask_step = smoothstep(0.0, 3.0, mask.r + mask.g + mask.b); mask.rgb *= maskColor; mask.a = mask_step * opacity; fragColor = mask; }