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in vec2 uv_interp;
out vec4 fragColor;
uniform float opacity = 1.0;
uniform sampler2D maskImage;
uniform bool maskImagePremultiplied;
uniform vec3 maskColor;
uniform bool maskInvertStencil;
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;
}
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