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