sorry forgot to commit the resources!
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examples/shaders/resources/mask.png
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examples/shaders/resources/mask.png
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examples/shaders/resources/plasma.png
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examples/shaders/resources/plasma.png
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examples/shaders/resources/shaders/glsl330/mask.fs
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examples/shaders/resources/shaders/glsl330/mask.fs
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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// Input uniform values
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uniform sampler2D texture0;
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uniform sampler2D mask;
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uniform int frame;
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// Output fragment color
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out vec4 finalColor;
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void main()
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{
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vec4 maskColour = texture(mask, fragTexCoord+vec2(sin(-frame/150.0)/10.0,cos(-frame/170.0)/10.0));
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if (maskColour.r < 0.25) discard;
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vec4 texelColor = texture(texture0, fragTexCoord+vec2(sin(frame/90.0)/8.0,cos(frame/60.0)/8.0));
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finalColor = texelColor * maskColour;
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}
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examples/shaders/resources/shaders/glsl330/mask.vs
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examples/shaders/resources/shaders/glsl330/mask.vs
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#version 330
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// Input vertex attributes
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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// Input uniform values
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uniform mat4 mvp;
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uniform mat4 matModel;
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// Output vertex attributes (to fragment shader)
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out vec2 fragTexCoord;
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void main()
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{
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// Send vertex attributes to fragment shader
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fragTexCoord = vertexTexCoord;
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// Calculate final vertex position
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gl_Position = mvp*vec4(vertexPosition, 1.0);
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}
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