#version 100 precision mediump float; varying vec2 v_texCoord; varying vec4 v_myPos; uniform sampler2D s_texture0; uniform vec4 u_channelFlag; uniform vec4 u_baseColor; void main() { float isInside = step(u_baseColor.x, v_myPos.x / v_myPos.w) * step(u_baseColor.y, v_myPos.y / v_myPos.w) * step(v_myPos.x / v_myPos.w, u_baseColor.z) * step(v_myPos.y / v_myPos.w, u_baseColor.w); gl_FragColor = u_channelFlag * texture2D(s_texture0, v_texCoord).a * isInside; }