[[vertex]] uniform mat4 mvp; in vec4 pos; in vec2 uvs; out vec2 uv; void main() { gl_Position = mvp * vec4(pos.xy, 0.0, 1.0); uv = uvs; } [[fragment]] uniform sampler2D tex_bg; in highp vec2 uv; out highp vec4 frag; void main() { highp vec4 bg = texture(tex_bg, uv); if (bg.a == 0.0) { highp ivec2 sz = textureSize(tex_bg, 0); highp ivec2 uv_raster = ivec2(uv * vec2(sz)); highp vec4 sum = vec4(0.0); highp vec4 c; c = texelFetch(tex_bg, uv_raster + ivec2(-1, -1), 0); sum += vec4(c.rgb * c.a, c.a); c = texelFetch(tex_bg, uv_raster + ivec2(-1, 0), 0); sum += vec4(c.rgb * c.a, c.a); c = texelFetch(tex_bg, uv_raster + ivec2(-1, 1), 0); sum += vec4(c.rgb * c.a, c.a); c = texelFetch(tex_bg, uv_raster + ivec2( 0, -1), 0); sum += vec4(c.rgb * c.a, c.a); c = texelFetch(tex_bg, uv_raster + ivec2( 0, 1), 0); sum += vec4(c.rgb * c.a, c.a); c = texelFetch(tex_bg, uv_raster + ivec2( 1, -1), 0); sum += vec4(c.rgb * c.a, c.a); c = texelFetch(tex_bg, uv_raster + ivec2( 1, 0), 0); sum += vec4(c.rgb * c.a, c.a); c = texelFetch(tex_bg, uv_raster + ivec2( 1, 1), 0); sum += vec4(c.rgb * c.a, c.a); frag = sum.a > 0.0 ? vec4(sum.rgb / sum.a, 0.0) : bg; } else { frag = bg; } }