#version {{version}} // Automatically generated from files in pathfinder/shaders/. Do not edit! precision highp float; uniform sampler2D uStencilTexture; uniform sampler2D uPaintTexture; uniform vec2 uFramebufferSize; in vec2 vColorTexCoord; in vec2 vMaskTexCoord; out vec4 oFragColor; void main(){ float coverage = texture(uStencilTexture, vMaskTexCoord). r; vec4 color = texture(uPaintTexture, vColorTexCoord); color . a *= coverage; color . rgb *= color . a; oFragColor = color; }