// Class: openfl._internal.renderer.opengl.GLMaskShader

var $global = typeof window != "undefined" ? window : typeof global != "undefined" ? global : typeof self != "undefined" ? self : this

$global.Object.defineProperty(exports, "__esModule", {value: true});

var __map_reserved = {};

// Imports

var $hxClasses = require("./../../../../hxClasses_stub").default;
var $import = require("./../../../../import_stub").default;
var $extend = require("./../../../../extend_stub").default;
function openfl_display_Shader() {return require("./../../../../openfl/display/Shader");}

// Constructor

var GLMaskShader = function(code) {
	if(this.__glFragmentSource == null) {
		this.__glFragmentSource = "varying vec2 vTexCoord;\n\t\t\n\t\tuniform sampler2D uImage0;\n\t\t\n\t\tvoid main(void) {\n\t\t\t\n\t\t\tvec4 color = texture2D (uImage0, vTexCoord);\n\t\t\t\n\t\t\tif (color.a == 0.0) {\n\t\t\t\t\n\t\t\t\tdiscard;\n\t\t\t\t\n\t\t\t} else {\n\t\t\t\t\n\t\t\t\tgl_FragColor = color;\n\t\t\t\t\n\t\t\t}\n\t\t\t\n\t\t}";
	}
	if(this.__glVertexSource == null) {
		this.__glVertexSource = "attribute vec4 aPosition;\n\t\tattribute vec2 aTexCoord;\n\t\tvarying vec2 vTexCoord;\n\t\t\n\t\tuniform mat4 uMatrix;\n\t\t\n\t\tvoid main(void) {\n\t\t\t\n\t\t\tvTexCoord = aTexCoord;\n\t\t\t\n\t\t\tgl_Position = uMatrix * aPosition;\n\t\t\t\n\t\t}";
	}
	(openfl_display_Shader().default).call(this,code);
}

// Meta

GLMaskShader.__name__ = ["openfl","_internal","renderer","opengl","GLMaskShader"];
GLMaskShader.__super__ = (openfl_display_Shader().default);
GLMaskShader.prototype = $extend((openfl_display_Shader().default).prototype, {
	
});
GLMaskShader.prototype.__class__ = $hxClasses["openfl._internal.renderer.opengl.GLMaskShader"] = GLMaskShader;

// Init



// Statics




// Export

exports.default = GLMaskShader;