#version {{version}} // Automatically generated from files in pathfinder/shaders/. Do not edit! uniform sampler2D SPIRV_Cross_CombineduSrcuSampler; layout(location = 0) out vec4 oFragColor; in vec2 vTexCoord; in float vBackdrop; void main() { oFragColor = clamp(abs(texture(SPIRV_Cross_CombineduSrcuSampler, vTexCoord) + vec4(vBackdrop)), vec4(0.0), vec4(1.0)); }