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

30 lines
400 B
GLSL

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