[[vertex]] in vec4 pos; out vec2 uv; void main() { gl_Position = pos; uv = pos.xy * 0.5 + 0.5; } [[fragment]] #include "include/ext-fb-fetch.glsl" uniform sampler2D tex_bg; uniform mediump vec4 col; in highp vec2 uv; #if defined(GL_EXT_shader_framebuffer_fetch) inout highp vec4 frag; #else out highp vec4 frag; #endif void main() { // sample from the background #if defined(GL_EXT_shader_framebuffer_fetch) highp vec4 bg = frag; #elif defined(GL_ARM_shader_framebuffer_fetch) highp vec4 bg = gl_LastFragColorARM; #else highp vec4 bg = texture(tex_bg, uv); #endif frag = bg.a == 0.0 ? vec4(col.rgb, 0.0) : bg; }