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varying mediump vec2 TexCoords;
varying mediump vec3 fg;
varying highp float colored;
varying mediump vec4 bg;
uniform highp int renderingPass;
uniform sampler2D mask;
#define COLORED 1
mediump float max_rgb(mediump vec3 mask) {
return max(max(mask.r, mask.g), mask.b);
}
void render_text() {
mediump vec4 mask = texture2D(mask, TexCoords);
mediump float m_rgb = max_rgb(mask.rgb);
if (renderingPass == 1) {
gl_FragColor = vec4(mask.rgb, m_rgb);
} else if (renderingPass == 2) {
gl_FragColor = bg * (vec4(m_rgb) - vec4(mask.rgb, m_rgb));
} else {
gl_FragColor = vec4(fg, 1.) * vec4(mask.rgb, m_rgb);
}
}
// Render colored bitmaps.
void render_bitmap() {
if (renderingPass == 2) {
discard;
}
mediump vec4 mask = texture2D(mask, TexCoords);
if (renderingPass == 1) {
gl_FragColor = mask.aaaa;
} else {
gl_FragColor = mask;
}
}
void main() {
// Handle background pass drawing before anything else.
if (renderingPass == 0) {
if (bg.a == 0.0) {
discard;
}
gl_FragColor = vec4(bg.rgb * bg.a, bg.a);
return;
}
if (int(colored) == COLORED) {
render_bitmap();
} else {
render_text();
}
}
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