#version 330 // pathfinder/shaders/tile_alpha.fs.glsl // // Copyright © 2018 The Pathfinder Project Developers. // // Licensed under the Apache License, Version 2.0 or the MIT license // , at your // option. This file may not be copied, modified, or distributed // except according to those terms. precision highp float; uniform sampler2D uStencilTexture; uniform sampler2D uPaintTexture; uniform vec2 uPaintTextureSize; in vec2 vMaskTexCoord; in vec2 vColorTexCoord; 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); }