#version 100 | |
precision mediump float; | |
precision mediump sampler2D; | |
uniform mediump vec4 uTexDom_Stage1; | |
uniform mediump vec3 uDecalParams_Stage1; | |
uniform sampler2D uTextureSampler_0_Stage1; | |
varying highp vec2 vTransformedCoords_0_Stage0; | |
void main() { | |
mediump vec4 output_Stage1; | |
{ | |
{ | |
highp vec2 origCoord = vTransformedCoords_0_Stage0; | |
highp vec2 clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw); | |
mediump vec4 inside = texture2D(uTextureSampler_0_Stage1, clampedCoord); | |
mediump float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y); | |
if (err > uDecalParams_Stage1.z) { | |
err = 1.0; | |
} else if (uDecalParams_Stage1.z < 1.0) { | |
err = 0.0; | |
} | |
output_Stage1 = mix(inside, vec4(0.0, 0.0, 0.0, 0.0), err); | |
} | |
} | |
{ | |
gl_FragColor = output_Stage1; | |
} | |
} |