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;
uniform sampler2D uSrc;
in vec2 vTexCoord;
in float vBackdrop;
out vec4 oFragColor;
void main(){
oFragColor = clamp(abs(texture(uSrc, vTexCoord)+ vBackdrop), 0.0, 1.0);
}