#include <bnb/glsl.frag>

BNB_DECLARE_SAMPLER_2D(0, 1, lips_mask);

BNB_IN(0)
vec2 var_uv;

void main()
{
    float m = textureLod(BNB_SAMPLER_2D(lips_mask), var_uv, 0.).x;
    bnb_FragColor = vec4(m, 0., 0., 0.);
}
