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