// Copyright 2018 Google Inc. precision mediump float; varying vec4 v_color; varying vec3 v_position; varying vec2 v_texcoord0; uniform sampler2D u_MainTex; uniform float u_Cutoff; void main() { float brush_mask = texture2D(u_MainTex, v_texcoord0).w; brush_mask *= v_color.a; if (brush_mask > u_Cutoff) { gl_FragColor.rgb = v_color.rgb; gl_FragColor.a = 1.0; } else { discard; } }