#pragma header // Used in difficulty screen uniform vec4 clipRect; bool boxCollision(vec2 pixel, vec4 rect) { return (pixel.x >= rect.x) && (pixel.x < rect.x + rect.z) && (pixel.y >= rect.y) && (pixel.y < rect.y + rect.w); } void main() { vec2 pixel = gl_FragCoord.xy; if (boxCollision(pixel, clipRect)) gl_FragColor = flixel_texture2D(bitmap, openfl_TextureCoordv.xy); else gl_FragColor = vec4(0.0); }