precision mediump float; | |
uniform vec4 u_include; // include scissor (x_min, y_min, x_max, y_max) | |
varying vec2 v_offset; | |
varying vec4 v_color; | |
void main() { | |
vec2 include = step(u_include.xy, v_offset) * step(v_offset, u_include.zw); | |
gl_FragColor = v_color * include.x * include.y; | |
} |