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out vec4 FragColor;
uniform sampler2D strokeColor;
uniform sampler2D strokeDepth;
uniform vec2 wsize;
uniform int flipmode;
void main()
{
vec2 mode = vec2(0, 0);
/* horz. */
if (flipmode >= 110) {
mode[0] = 1;
}
/* vert. */
if ((flipmode == 101) || (flipmode == 111)) {
mode[1] = 1;
}
vec2 uv = vec2(gl_FragCoord.xy);
float stroke_depth;
vec4 outcolor;
if (mode[0] > 0) {
uv.x = wsize.x - uv.x;
}
if (mode[1] > 0) {
uv.y = wsize.y - uv.y;
}
ivec2 iuv = ivec2(uv.x, uv.y);
stroke_depth = texelFetch(strokeDepth, iuv, 0).r;
outcolor = texelFetch(strokeColor, iuv, 0);
gl_FragDepth = stroke_depth;
FragColor = outcolor;
}
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