#version 450 #include "common.frag.glsl" #include "clip.frag.glsl" #include "rect.frag.glsl" layout(location = 0) in vec2 inPos; layout(location = 1) in Rect inRect; layout(location = 2) in vec2 inTexCoord; layout(location = 3) flat in uint inTexId; layout(location = 0) out vec4 color; void main() { float alpha = rect_coverage (inRect, inPos); color = clip_scaled (inPos, texture (get_sampler (inTexId), inTexCoord) * alpha); }