#version {{version}} // Automatically generated from files in pathfinder/shaders/. Do not edit! precision highp float; precision highp sampler2D; uniform sampler2D uSrc; in vec2 vTexCoord; in float vBackdrop; out vec4 oFragColor; void main(){ oFragColor = clamp(abs(texture(uSrc, vTexCoord)+ vBackdrop), 0.0, 1.0); }