28 lines
324 B
GLSL
28 lines
324 B
GLSL
#version {{version}}
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precision highp float;
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uniform sampler2D uStencilTexture;
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in vec2 vTexCoord;
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in float vBackdrop;
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in vec4 vColor;
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out vec4 oFragColor;
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void main(){
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float coverage = abs(texture(uStencilTexture, vTexCoord). r + vBackdrop);
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oFragColor = vec4(vColor . rgb, vColor . a * coverage);
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}
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