[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 vec3 uedges_Stage2[3]; uniform sampler2D uTextureSampler_0_Stage1; noperspective in vec2 vTransformedCoords_0_Stage0; void main() { vec4 output_Stage1; { output_Stage1 = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0); } vec4 output_Stage2; { float alpha = 1.0; float edge; edge = dot(uedges_Stage2[0], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); edge = edge >= 0.5 ? 1.0 : 0.0; alpha *= edge; edge = dot(uedges_Stage2[1], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); edge = edge >= 0.5 ? 1.0 : 0.0; alpha *= edge; edge = dot(uedges_Stage2[2], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); edge = edge >= 0.5 ? 1.0 : 0.0; alpha *= edge; output_Stage2 = output_Stage1 * alpha; } { sk_FragColor = output_Stage2; } } [vertex shader] #version 140 uniform vec4 sk_RTAdjust; uniform mat3 uCoordTransformMatrix_0_Stage0; in vec2 position; in vec2 localCoord; noperspective out vec2 vTransformedCoords_0_Stage0; void main() { vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy; gl_Position = vec4(position.x, position.y, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); }