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-rw-r--r--shaders/skia/334-2.shader_test455
1 files changed, 455 insertions, 0 deletions
diff --git a/shaders/skia/334-2.shader_test b/shaders/skia/334-2.shader_test
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+++ b/shaders/skia/334-2.shader_test
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+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+#extension GL_ARB_fragment_coord_conventions : require
+layout(origin_upper_left) in vec4 gl_FragCoord;
+out vec4 sk_FragColor;
+uniform vec4 uColor_Stage0;
+uniform vec3 uedges_Stage1_c0_c0_c0_c0_c0_c0[2];
+uniform vec4 uinnerRect_Stage1_c0_c0_c0_c0_c1_c0;
+uniform vec4 uinvRadiiLTRB_Stage1_c0_c0_c0_c0_c1_c0;
+uniform vec4 ucolor_Stage1_c0_c0_c1_c0_c0_c0;
+uniform float uinnerThreshold_Stage1_c0_c0_c1_c0_c1_c0;
+uniform float uouterThreshold_Stage1_c0_c0_c1_c0_c1_c0;
+uniform vec2 uImageIncrement_Stage1_c1_c0_c0_c0;
+uniform vec4 uKernel_Stage1_c1_c0_c0_c0[4];
+uniform vec2 uKernelOffset_Stage1_c1_c0_c0_c0;
+uniform float uGain_Stage1_c1_c0_c0_c0;
+uniform float uBias_Stage1_c1_c0_c0_c0;
+uniform vec2 ubaseFrequency_Stage1_c1_c0_c1_c0;
+uniform float uz_Stage1_c1_c0_c1_c0;
+uniform sampler2D uTextureSampler_0_Stage1;
+uniform sampler2D uTextureSampler_1_Stage1;
+uniform sampler2D uTextureSampler_2_Stage1;
+uniform sampler2D uTextureSampler_3_Stage1;
+in vec2 vTransformedCoords_0_Stage0;
+in vec2 vTransformedCoords_1_Stage0;
+in vec2 vTransformedCoords_2_Stage0;
+vec4 ConvexPoly_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ float alpha = 1.0;
+ float edge;
+ edge = dot(uedges_Stage1_c0_c0_c0_c0_c0_c0[0], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
+ edge = edge >= 0.5 ? 1.0 : 0.0;
+ alpha *= edge;
+ edge = dot(uedges_Stage1_c0_c0_c0_c0_c0_c0[1], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
+ edge = edge >= 0.5 ? 1.0 : 0.0;
+ alpha *= edge;
+ alpha = 1.0 - alpha;
+ _output = _input * alpha;
+ return _output;
+}
+vec4 EllipticalRRect_Stage1_c0_c0_c0_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec2 dxy0 = uinnerRect_Stage1_c0_c0_c0_c0_c1_c0.xy - gl_FragCoord.xy;
+ vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage1_c0_c0_c0_c0_c1_c0.zw;
+ vec2 dxy = max(max(dxy0, dxy1), 0.0);
+ vec2 Z = max(max(dxy0 * uinvRadiiLTRB_Stage1_c0_c0_c0_c0_c1_c0.xy, dxy1 * uinvRadiiLTRB_Stage1_c0_c0_c0_c0_c1_c0.zw), 0.0);
+ float implicit = dot(Z, dxy) - 1.0;
+ float grad_dot = 4.0 * dot(Z, Z);
+ grad_dot = max(grad_dot, 9.9999997473787516e-05);
+ float approx_dist = implicit * inversesqrt(grad_dot);
+ float alpha = clamp(0.5 - approx_dist, 0.0, 1.0);
+ _output = _input * alpha;
+ return _output;
+}
+float _blend_color_saturation(vec3 color) {
+ return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z);
+}
+vec3 _blend_set_color_saturation_helper(vec3 minMidMax, float sat) {
+ if (minMidMax.x < minMidMax.z) {
+ return vec3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat);
+ }
+ return vec3(0.0);
+}
+vec3 _blend_set_color_saturation(vec3 hueLumColor, vec3 satColor) {
+ float sat = _blend_color_saturation(satColor);
+ if (hueLumColor.x <= hueLumColor.y) {
+ if (hueLumColor.y <= hueLumColor.z) {
+ hueLumColor.xyz = _blend_set_color_saturation_helper(hueLumColor, sat);
+ } else if (hueLumColor.x <= hueLumColor.z) {
+ hueLumColor.xzy = _blend_set_color_saturation_helper(hueLumColor.xzy, sat);
+ } else {
+ hueLumColor.zxy = _blend_set_color_saturation_helper(hueLumColor.zxy, sat);
+ }
+ } else if (hueLumColor.x <= hueLumColor.z) {
+ hueLumColor.yxz = _blend_set_color_saturation_helper(hueLumColor.yxz, sat);
+ } else if (hueLumColor.y <= hueLumColor.z) {
+ hueLumColor.yzx = _blend_set_color_saturation_helper(hueLumColor.yzx, sat);
+ } else {
+ hueLumColor.zyx = _blend_set_color_saturation_helper(hueLumColor.zyx, sat);
+ }
+ return hueLumColor;
+}
+float _blend_color_luminance(vec3 color) {
+ return dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), color);
+}
+vec3 _blend_set_color_luminance(vec3 hueSatColor, float alpha, vec3 lumColor) {
+ float lum = _blend_color_luminance(lumColor);
+ vec3 result = (lum - _blend_color_luminance(hueSatColor)) + hueSatColor;
+ float minComp = min(min(result.x, result.y), result.z);
+ float maxComp = max(max(result.x, result.y), result.z);
+ if (minComp < 0.0 && lum != minComp) {
+ result = lum + ((result - lum) * lum) / (lum - minComp);
+ }
+ if (maxComp > alpha && maxComp != lum) {
+ return lum + ((result - lum) * (alpha - lum)) / (maxComp - lum);
+ }
+ return result;
+}
+vec4 blend_saturation(vec4 src, vec4 dst) {
+ float alpha = dst.w * src.w;
+ vec3 sda = src.xyz * dst.w;
+ vec3 dsa = dst.xyz * src.w;
+ return vec4((((_blend_set_color_luminance(_blend_set_color_saturation(dsa, sda), alpha, dsa) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha);
+}
+vec4 ComposeTwo_Stage1_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_saturation(ConvexPoly_Stage1_c0_c0_c0_c0_c0_c0(inputColor), EllipticalRRect_Stage1_c0_c0_c0_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+vec4 ConstColorProcessor_Stage1_c0_c0_c1_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ {
+ _output = _input.w * ucolor_Stage1_c0_c0_c1_c0_c0_c0;
+ }
+ return _output;
+}
+vec4 AlphaThresholdFragmentProcessor_Stage1_c0_c0_c1_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec4 color = _input;
+ vec4 mask_color = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0);
+ if (mask_color.w < 0.5) {
+ if (color.w > uouterThreshold_Stage1_c0_c0_c1_c0_c1_c0) {
+ float scale = uouterThreshold_Stage1_c0_c0_c1_c0_c1_c0 / color.w;
+ color.xyz *= scale;
+ color.w = uouterThreshold_Stage1_c0_c0_c1_c0_c1_c0;
+ }
+ } else if (color.w < uinnerThreshold_Stage1_c0_c0_c1_c0_c1_c0) {
+ float scale = uinnerThreshold_Stage1_c0_c0_c1_c0_c1_c0 / max(0.0010000000474974513, color.w);
+ color.xyz *= scale;
+ color.w = uinnerThreshold_Stage1_c0_c0_c1_c0_c1_c0;
+ }
+ _output = color;
+ return _output;
+}
+vec4 blend_hue(vec4 src, vec4 dst) {
+ float alpha = dst.w * src.w;
+ vec3 sda = src.xyz * dst.w;
+ vec3 dsa = dst.xyz * src.w;
+ return vec4((((_blend_set_color_luminance(_blend_set_color_saturation(sda, dsa), alpha, dsa) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha);
+}
+vec4 ComposeTwo_Stage1_c0_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_hue(ConstColorProcessor_Stage1_c0_c0_c1_c0_c0_c0(inputColor), AlphaThresholdFragmentProcessor_Stage1_c0_c0_c1_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+vec4 blend_dst_atop(vec4 src, vec4 dst) {
+ return (1.0 - dst.w) * src + src.w * dst;
+}
+vec4 ComposeTwo_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_dst_atop(ComposeTwo_Stage1_c0_c0_c0_c0(inputColor), ComposeTwo_Stage1_c0_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+vec4 MatrixConvolution_Stage1_c1_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
+ vec2 coord = vTransformedCoords_1_Stage0 - uKernelOffset_Stage1_c1_c0_c0_c0 * uImageIncrement_Stage1_c1_c0_c0_c0;
+ vec4 c;
+ {
+ float k = uKernel_Stage1_c1_c0_c0_c0[0].x;
+ {
+ vec2 origCoord = coord;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord);
+ c = textureColor;
+ }
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage1_c1_c0_c0_c0[0].y;
+ {
+ vec2 origCoord = coord + vec2(1.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord);
+ c = textureColor;
+ }
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage1_c1_c0_c0_c0[0].z;
+ {
+ vec2 origCoord = coord + vec2(2.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord);
+ c = textureColor;
+ }
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage1_c1_c0_c0_c0[0].w;
+ {
+ vec2 origCoord = coord + vec2(3.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord);
+ c = textureColor;
+ }
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage1_c1_c0_c0_c0[1].x;
+ {
+ vec2 origCoord = coord + vec2(4.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord);
+ c = textureColor;
+ }
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage1_c1_c0_c0_c0[1].y;
+ {
+ vec2 origCoord = coord + vec2(5.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord);
+ c = textureColor;
+ }
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage1_c1_c0_c0_c0[1].z;
+ {
+ vec2 origCoord = coord + vec2(6.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord);
+ c = textureColor;
+ }
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage1_c1_c0_c0_c0[1].w;
+ {
+ vec2 origCoord = coord + vec2(7.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord);
+ c = textureColor;
+ }
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage1_c1_c0_c0_c0[2].x;
+ {
+ vec2 origCoord = coord + vec2(8.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord);
+ c = textureColor;
+ }
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage1_c1_c0_c0_c0[2].y;
+ {
+ vec2 origCoord = coord + vec2(9.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord);
+ c = textureColor;
+ }
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage1_c1_c0_c0_c0[2].z;
+ {
+ vec2 origCoord = coord + vec2(10.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord);
+ c = textureColor;
+ }
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage1_c1_c0_c0_c0[2].w;
+ {
+ vec2 origCoord = coord + vec2(11.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord);
+ c = textureColor;
+ }
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage1_c1_c0_c0_c0[3].x;
+ {
+ vec2 origCoord = coord + vec2(12.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord);
+ c = textureColor;
+ }
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage1_c1_c0_c0_c0[3].y;
+ {
+ vec2 origCoord = coord + vec2(13.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord);
+ c = textureColor;
+ }
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage1_c1_c0_c0_c0[3].z;
+ {
+ vec2 origCoord = coord + vec2(14.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord);
+ c = textureColor;
+ }
+ sum += c * k;
+ }
+ _output = sum * uGain_Stage1_c1_c0_c0_c0 + uBias_Stage1_c1_c0_c0_c0;
+ _output.w = clamp(_output.w, 0.0, 1.0);
+ _output.xyz = clamp(_output.xyz, 0.0, _output.w);
+ _output *= _input;
+ return _output;
+}
+vec3 fade_Stage1_c1_c0_c1_c0(vec3 t) {
+ return ((t * t) * t) * (t * (t * 6.0 - 15.0) + 10.0);
+}
+float perm_Stage1_c1_c0_c1_c0(float x) {
+ return texture(uTextureSampler_2_Stage1, vec2(fract(x / 256.0), 0.0)).x * 255.0;
+}
+float grad_Stage1_c1_c0_c1_c0(float x, vec3 p) {
+ return dot(texture(uTextureSampler_3_Stage1, vec2(fract(x / 16.0), 0.0)).xyz * 255.0 - vec3(1.0), p);
+}
+float lerp_Stage1_c1_c0_c1_c0(float a, float b, float w) {
+ return a + w * (b - a);
+}
+float noise_Stage1_c1_c0_c1_c0(vec3 p) {
+ vec3 P = mod(floor(p), 256.0);
+ p -= floor(p);
+ vec3 f = fade_Stage1_c1_c0_c1_c0(p);
+ float A = perm_Stage1_c1_c0_c1_c0(P.x) + P.y;
+ float AA = perm_Stage1_c1_c0_c1_c0(A) + P.z;
+ float AB = perm_Stage1_c1_c0_c1_c0(A + 1.0) + P.z;
+ float B = perm_Stage1_c1_c0_c1_c0(P.x + 1.0) + P.y;
+ float BA = perm_Stage1_c1_c0_c1_c0(B) + P.z;
+ float BB = perm_Stage1_c1_c0_c1_c0(B + 1.0) + P.z;
+ float result = lerp_Stage1_c1_c0_c1_c0(lerp_Stage1_c1_c0_c1_c0(lerp_Stage1_c1_c0_c1_c0(grad_Stage1_c1_c0_c1_c0(perm_Stage1_c1_c0_c1_c0(AA), p), grad_Stage1_c1_c0_c1_c0(perm_Stage1_c1_c0_c1_c0(BA), p + vec3(-1.0, 0.0, 0.0)), f.x), lerp_Stage1_c1_c0_c1_c0(grad_Stage1_c1_c0_c1_c0(perm_Stage1_c1_c0_c1_c0(AB), p + vec3(0.0, -1.0, 0.0)), grad_Stage1_c1_c0_c1_c0(perm_Stage1_c1_c0_c1_c0(BB), p + vec3(-1.0, -1.0, 0.0)), f.x), f.y), lerp_Stage1_c1_c0_c1_c0(lerp_Stage1_c1_c0_c1_c0(grad_Stage1_c1_c0_c1_c0(perm_Stage1_c1_c0_c1_c0(AA + 1.0), p + vec3(0.0, 0.0, -1.0)), grad_Stage1_c1_c0_c1_c0(perm_Stage1_c1_c0_c1_c0(BA + 1.0), p + vec3(-1.0, 0.0, -1.0)), f.x), lerp_Stage1_c1_c0_c1_c0(grad_Stage1_c1_c0_c1_c0(perm_Stage1_c1_c0_c1_c0(AB + 1.0), p + vec3(0.0, -1.0, -1.0)), grad_Stage1_c1_c0_c1_c0(perm_Stage1_c1_c0_c1_c0(BB + 1.0), p + vec3(-1.0, -1.0, -1.0)), f.x), f.y), f.z);
+ return result;
+}
+float noiseOctaves_Stage1_c1_c0_c1_c0(vec3 p) {
+ float result = 0.0;
+ float ratio = 1.0;
+ for (float i = 0.0;i < 8.0; i++) {
+ result += noise_Stage1_c1_c0_c1_c0(p) / ratio;
+ p *= 2.0;
+ ratio *= 2.0;
+ }
+ return (result + 1.0) / 2.0;
+}
+vec4 ImprovedPerlinNoise_Stage1_c1_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec2 coords = vTransformedCoords_2_Stage0 * ubaseFrequency_Stage1_c1_c0_c1_c0;
+ float r = noiseOctaves_Stage1_c1_c0_c1_c0(vec3(coords, uz_Stage1_c1_c0_c1_c0));
+ float g = noiseOctaves_Stage1_c1_c0_c1_c0(vec3(coords, uz_Stage1_c1_c0_c1_c0));
+ float b = noiseOctaves_Stage1_c1_c0_c1_c0(vec3(coords, uz_Stage1_c1_c0_c1_c0));
+ float a = noiseOctaves_Stage1_c1_c0_c1_c0(vec3(coords, uz_Stage1_c1_c0_c1_c0));
+ _output = vec4(r, g, b, a);
+ _output = clamp(_output, 0.0, 1.0);
+ _output = vec4(_output.xyz * _output.www, _output.w);
+ return _output;
+}
+vec4 blend_src_out(vec4 src, vec4 dst) {
+ return (1.0 - dst.w) * src;
+}
+vec4 ComposeTwo_Stage1_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_src_out(MatrixConvolution_Stage1_c1_c0_c0_c0(inputColor), ImprovedPerlinNoise_Stage1_c1_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+float _guarded_divide(float n, float d) {
+ return n / d;
+}
+float _color_dodge_component(float sc, float sa, float dc, float da) {
+ if (dc == 0.0) {
+ return sc * (1.0 - da);
+ } else {
+ float d = sa - sc;
+ if (d == 0.0) {
+ return (sa * da + sc * (1.0 - da)) + dc * (1.0 - sa);
+ }
+ d = min(da, _guarded_divide(dc * sa, d));
+ return (d * sa + sc * (1.0 - da)) + dc * (1.0 - sa);
+ }
+}
+vec4 blend_color_dodge(vec4 src, vec4 dst) {
+ return vec4(_color_dodge_component(src.x, src.w, dst.x, dst.w), _color_dodge_component(src.y, src.w, dst.y, dst.w), _color_dodge_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w);
+}
+void main() {
+ vec4 outputColor_Stage0;
+ {
+ outputColor_Stage0 = uColor_Stage0;
+ }
+ vec4 output_Stage1;
+ {
+ vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
+ output_Stage1 = blend_color_dodge(ComposeTwo_Stage1_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0(inputColor));
+ output_Stage1 *= outputColor_Stage0.w;
+ }
+ {
+ sk_FragColor = output_Stage1;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uViewM_Stage0;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+uniform mat3 uCoordTransformMatrix_1_Stage0;
+uniform mat3 uCoordTransformMatrix_2_Stage0;
+in vec2 inPosition;
+out vec2 vTransformedCoords_0_Stage0;
+out vec2 vTransformedCoords_1_Stage0;
+out vec2 vTransformedCoords_2_Stage0;
+void main() {
+ vec3 pos3 = uViewM_Stage0 * vec3(inPosition, 1.0);
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy;
+ vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(inPosition, 1.0)).xy;
+ vTransformedCoords_2_Stage0 = (uCoordTransformMatrix_2_Stage0 * vec3(inPosition, 1.0)).xy;
+ {
+ vec2 _posTmp = vec2(pos3.x / pos3.z, pos3.y / pos3.z);
+ _posTmp = floor(_posTmp) + vec2(0.5, 0.5);
+ gl_Position = vec4(_posTmp, 0.0, 1.0);
+ }
+ gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
+}
+