#version {{version}} // Automatically generated from files in pathfinder/shaders/. Do not edit! precision highp float; uniform sampler2D uSrc; in vec2 vTexCoord0; in float vBackdrop0; in vec2 vTexCoord1; in float vBackdrop1; out vec4 oFragColor; void main(){ oFragColor = min(abs(texture(uSrc, vTexCoord0)+ vBackdrop0), abs(texture(uSrc, vTexCoord1)+ vBackdrop1)); }