#version 300 es // ps_split_composite // features: [] precision highp float; out highp vec4 oFragColor; uniform lowp sampler2D sColor0; uniform lowp sampler2D sClipMask; flat in highp vec4 vClipMaskUvBounds; in highp vec2 vClipMaskUv; in highp vec2 vUv; flat in highp float vPerspective; flat in highp vec4 vUvSampleBounds; void main () { float tmpvar_1; if ((vClipMaskUvBounds.xy == vClipMaskUvBounds.zw)) { tmpvar_1 = 1.0; } else { vec2 tmpvar_2; tmpvar_2 = (vClipMaskUv * gl_FragCoord.w); bvec4 tmpvar_3; tmpvar_3.xy = greaterThanEqual (tmpvar_2, vClipMaskUvBounds.xy); tmpvar_3.zw = lessThan (tmpvar_2, vClipMaskUvBounds.zw); bool tmpvar_4; tmpvar_4 = (tmpvar_3 == bvec4(1, 1, 1, 1)); if (!(tmpvar_4)) { tmpvar_1 = 0.0; } else { tmpvar_1 = texelFetch (sClipMask, ivec2(tmpvar_2), 0).x; }; }; oFragColor = (tmpvar_1 * texture (sColor0, min (max ( (vUv * mix (gl_FragCoord.w, 1.0, vPerspective)) , vUvSampleBounds.xy), vUvSampleBounds.zw))); }