#version {{version}} precision highp float; uniform sampler2D uStencilTexture; in vec2 vTexCoord; in float vBackdrop; in vec4 vColor; out vec4 oFragColor; void main(){ float coverage = abs(texture(uStencilTexture, vTexCoord). r + vBackdrop); oFragColor = vec4(vColor . rgb, vColor . a * coverage); }