pathfinder/resources/shaders/metal/tile_alpha.fs.metal

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Metal
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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 oFragColor [[color(0)]];
};
struct main0_in
{
float2 vTexCoord [[user(locn0)]];
float vBackdrop [[user(locn1)]];
float4 vColor [[user(locn2)]];
};
fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> uStencilTexture [[texture(0)]], sampler uStencilTextureSmplr [[sampler(0)]])
{
main0_out out = {};
float coverage = abs(uStencilTexture.sample(uStencilTextureSmplr, in.vTexCoord).x + in.vBackdrop);
out.oFragColor = float4(in.vColor.xyz, in.vColor.w * coverage);
return out;
}