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

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