layout (std140) uniform BackgroundLayerUBO { highp vec2 u_pattern_tl_a; highp vec2 u_pattern_br_a; highp vec2 u_pattern_tl_b; highp vec2 u_pattern_br_b; highp vec2 u_texsize; highp vec2 u_pattern_size_a; highp vec2 u_pattern_size_b; highp vec2 u_pixel_coord_upper; highp vec2 u_pixel_coord_lower; highp float u_tile_units_to_pixels; highp float u_scale_a; highp float u_scale_b; highp float u_mix; highp float u_opacity; highp float pad; }; uniform sampler2D u_image; in mediump vec2 v_pos_a; in mediump vec2 v_pos_b; void main() { vec2 imagecoord = mod(v_pos_a, 1.0); vec2 pos = mix(u_pattern_tl_a / u_texsize, u_pattern_br_a / u_texsize, imagecoord); vec4 color1 = texture(u_image, pos); vec2 imagecoord_b = mod(v_pos_b, 1.0); vec2 pos2 = mix(u_pattern_tl_b / u_texsize, u_pattern_br_b / u_texsize, imagecoord_b); vec4 color2 = texture(u_image, pos2); fragColor = mix(color1, color2, u_mix) * u_opacity; #ifdef OVERDRAW_INSPECTOR fragColor = vec4(1.0); #endif }