#version 310 es // SPDX-License-Identifier: Unlicense OR MIT precision mediump float; {{.Header}} layout(location = 0) in highp vec2 vCoverUV; layout(location = 1) in highp vec2 vUV; layout(binding = 1) uniform sampler2D cover; layout(location = 0) out vec4 fragColor; void main() { fragColor = {{.FetchColorExpr}}; float c = min(abs(texture(cover, vCoverUV).r), 1.0); fragColor *= c; }