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