#version 300 es // ps_text_run // features: ["DEBUG_OVERDRAW", "DUAL_SOURCE_BLENDING", "TEXTURE_2D"] #extension GL_EXT_blend_func_extended : enable precision highp float; layout(location=0, index=0) out highp vec4 oFragColor; uniform lowp sampler2D sColor0; uniform lowp sampler2D sClipMask; flat in highp vec4 vClipMaskUvBounds; in highp vec2 vClipMaskUv; flat in highp vec4 v_color; flat in highp vec3 v_mask_swizzle; flat in highp vec4 v_uv_bounds; in highp vec2 v_uv; void main () { vec4 frag_color_1; vec4 tmpvar_2; tmpvar_2 = texture (sColor0, min (max (v_uv, v_uv_bounds.xy), v_uv_bounds.zw)); frag_color_1 = (v_color * mix(tmpvar_2, tmpvar_2.xxxx, bvec4((v_mask_swizzle.z != 0.0)))); float tmpvar_3; if ((vClipMaskUvBounds.xy == vClipMaskUvBounds.zw)) { tmpvar_3 = 1.0; } else { vec2 tmpvar_4; tmpvar_4 = (vClipMaskUv * gl_FragCoord.w); bvec4 tmpvar_5; tmpvar_5.xy = greaterThanEqual (tmpvar_4, vClipMaskUvBounds.xy); tmpvar_5.zw = lessThan (tmpvar_4, vClipMaskUvBounds.zw); bool tmpvar_6; tmpvar_6 = (tmpvar_5 == bvec4(1, 1, 1, 1)); if (!(tmpvar_6)) { tmpvar_3 = 0.0; } else { tmpvar_3 = texelFetch (sClipMask, ivec2(tmpvar_4), 0).x; }; }; frag_color_1 = (frag_color_1 * tmpvar_3); oFragColor = vec4(0.11, 0.077, 0.027, 0.125); }