| #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; | |
| } | |
| } |