#version {{version}} // Automatically generated from files in pathfinder/shaders/. Do not edit! precision highp float; uniform sampler2D uFillTexture; in vec2 vFillTexCoord; in float vBackdrop; out vec4 oFragColor; void main(){ float alpha = texture(uFillTexture, vFillTexCoord). r + vBackdrop; oFragColor = vec4(1.0 - abs(1.0 - mod(alpha, 2.0))); }