pathfinder/resources/shaders/gl3/tile_clip.fs.glsl

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#version {{version}}
// Automatically generated from files in pathfinder/shaders/. Do not edit!
precision highp float;
precision highp sampler2D;
uniform sampler2D uSrc;
in vec2 vTexCoord;
in float vBackdrop;
out vec4 oFragColor;
void main(){
float alpha = clamp(abs(texture(uSrc, vTexCoord). r + vBackdrop), 0.0, 1.0);
oFragColor = vec4(alpha, 0.0, 0.0, 1.0);
}