#version 120 uniform sampler2D DIFFUSE; uniform sampler2D MASK; uniform float R = 1.0; uniform float G = 1.0; uniform float B = 1.0; uniform float maskPaddingRadius = 0.0; #include "util/math" #include "util/bodyMask" void main() { vec4 col; performPaddedBodyMask(DIFFUSE, MASK, maskPaddingRadius, col); col.r *= R; col.g *= G; col.b *= B; gl_FragColor = col; }