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#version 100
//_DEFINES_
#if defined(EXTERNAL)
#extension GL_OES_EGL_image_external : require
#endif
precision highp float;
#if defined(EXTERNAL)
uniform samplerExternalOES tex;
#else
uniform sampler2D tex;
#endif
uniform float alpha;
varying vec2 v_coords;
#if defined(DEBUG_FLAGS)
uniform float tint;
#endif
// x is left edge, y is right edge of the gradient.
uniform vec2 cutoff;
void main() {
// Sample the texture.
vec4 color = texture2D(tex, v_coords);
#if defined(NO_ALPHA)
color = vec4(color.rgb, 1.0);
#endif
if (cutoff.x < cutoff.y) {
float fade = clamp((cutoff.y - v_coords.x) / (cutoff.y - cutoff.x), 0.0, 1.0);
color = color * fade;
}
// Apply final alpha and tint.
color = color * alpha;
#if defined(DEBUG_FLAGS)
if (tint == 1.0)
color = vec4(0.0, 0.2, 0.0, 0.2) + color * 0.8;
#endif
gl_FragColor = color;
}
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