// pathfinder/shaders/gles2/ecaa-mono-resolve.fs.glsl // // Copyright (c) 2017 Mozilla Foundation precision mediump float; uniform vec4 uBGColor; uniform vec4 uFGColor; uniform sampler2D uAAAlpha; varying vec2 vTexCoord; void main() { float alpha = clamp(texture2D(uAAAlpha, vTexCoord).r, 0.0, 1.0); gl_FragColor = mix(uBGColor, uFGColor, alpha); }