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path: root/data/shaders/path-fill-vert.glsl
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// -*- mode: c -*-

#ifdef GLSL330
layout (location = 0) in vec2 position;
#elif defined(GLSL130)
in vec2 position;
#elif defined(GLSL120)
attribute vec2 position;
#endif

uniform mat4 mvp;
uniform vec4 color;

void main(void) {
  // Short-circuit because the fragments will just be discarded
  // anyway.
  if (color.a <= 0.0) {
    gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
  } else {
    gl_Position = mvp * vec4(position.xy, 0.0, 1.0);
  }
}