1 | precision mediump float;
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2 |
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3 |
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4 |
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5 | uniform vec3 clipBounds[2];
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6 | uniform sampler2D texture;
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7 | uniform float opacity;
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8 |
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9 | varying vec4 f_color;
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10 | varying vec3 f_data;
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11 | varying vec2 f_uv;
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12 |
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13 | void main() {
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14 | if (outOfRange(clipBounds[0], clipBounds[1], f_data)) discard;
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15 |
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16 | gl_FragColor = f_color * texture2D(texture, f_uv) * opacity;
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17 | } |
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