📄 painter.glsl
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uniform sampler2D dst_texture;uniform sampler2D mask_texture;uniform vec2 inv_mask_size;uniform vec2 inv_dst_size;uniform vec2 mask_offset;uniform vec4 mask_channel;float mask(){ return dot(mask_channel, texture2D(mask_texture, (gl_FragCoord.xy + mask_offset) * inv_mask_size));}void main(){ vec4 dst = texture2D(dst_texture, gl_FragCoord.xy * inv_dst_size); // combine clip and coverage channels float mask_alpha = mask(); gl_FragColor = mix(dst, composite(brush(), dst), mask_alpha);}
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