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#version 300 es
#define ALLOW_INCLUDES
#extension GL_ARB_shading_language_include : enable
#extension GL_OES_EGL_image_external_essl3 : require
precision highp float;
in vec2 v_texcoord;
uniform samplerExternalOES tex;
uniform float alpha;
uniform float radius;
uniform float roundingPower;
uniform vec2 topLeft;
uniform vec2 fullSize;
#include "rounding.glsl"
uniform int discardOpaque;
uniform int discardAlpha;
uniform int discardAlphaValue;
uniform int applyTint;
uniform vec3 tint;
layout(location = 0) out vec4 fragColor;
void main() {
vec4 pixColor = texture(tex, v_texcoord);
if (discardOpaque == 1 && pixColor[3] * alpha == 1.0)
discard;
if (applyTint == 1) {
pixColor[0] = pixColor[0] * tint[0];
pixColor[1] = pixColor[1] * tint[1];
pixColor[2] = pixColor[2] * tint[2];
}
if (radius > 0.0)
pixColor = rounding(pixColor, radius, roundingPower, topLeft, fullSize);
fragColor = pixColor * alpha;
}
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