cover.frag raw
1 #version 310 es
2
3 // SPDX-License-Identifier: Unlicense OR MIT
4
5 precision mediump float;
6
7 {{.Header}}
8
9 // Use high precision to be pixel accurate for
10 // large cover atlases.
11 layout(location = 0) in highp vec2 vCoverUV;
12 layout(location = 1) in vec2 vUV;
13
14 layout(binding = 1) uniform sampler2D cover;
15
16 layout(location = 0) out vec4 fragColor;
17
18 void main() {
19 fragColor = {{.FetchColorExpr}};
20 float cover = min(abs(texture(cover, vCoverUV).r), 1.0);
21 fragColor *= cover;
22 }
23