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#version 420 core
#include "clip.frag.glsl"
#include "rect.frag.glsl"
layout(location = 0) in vec2 inPos;
layout(location = 1) in Rect inRect;
layout(location = 2) in vec4 inColor;
layout(location = 0) out vec4 color;
void main()
{
float alpha = inColor.a * rect_coverage (inRect, inPos);
color = clip_scaled (inPos, vec4(inColor.rgb, 1) * alpha);
}
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