pathfinder/resources/shaders/gl3/mask_winding.fs.glsl

28 lines
328 B
GLSL

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