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edit_uv_image_mask_frag.glsl « shaders « overlay « engines « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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#pragma BLENDER_REQUIRE(common_colormanagement_lib.glsl)

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);
}