[require] GLSL >= 1.40 [fragment shader] #version 140 out vec4 sk_FragColor; uniform vec4 usubset_Stage1; uniform vec4 uclamp_Stage1; uniform vec4 unorm_Stage1; uniform sampler2D uTextureSampler_0_Stage1; flat in vec4 vcolor_Stage0; noperspective in vec2 vTransformedCoords_0_Stage0; void main() { vec4 outputColor_Stage0; { outputColor_Stage0 = vcolor_Stage0; } vec4 output_Stage1; { vec2 inCoord = vTransformedCoords_0_Stage0; inCoord *= unorm_Stage1.xy; float extraRepeatCoordX; float repeatCoordWeightX; float extraRepeatCoordY; float repeatCoordWeightY; vec2 subsetCoord; { float w = usubset_Stage1.z - usubset_Stage1.x; float w2 = 2.0 * w; float d = inCoord.x - usubset_Stage1.x; float m = mod(d, w2); float o = mix(m, w2 - m, step(w, m)); subsetCoord.x = o + usubset_Stage1.x; extraRepeatCoordX = (w - o) + usubset_Stage1.x; float hw = w / 2.0; float n = mod(d - hw, w2); repeatCoordWeightX = clamp((mix(n, w2 - n, step(w, n)) - hw) + 0.5, 0.0, 1.0); } { float w = usubset_Stage1.w - usubset_Stage1.y; float w2 = 2.0 * w; float d = inCoord.y - usubset_Stage1.y; float m = mod(d, w2); float o = mix(m, w2 - m, step(w, m)); subsetCoord.y = o + usubset_Stage1.y; extraRepeatCoordY = (w - o) + usubset_Stage1.y; float hw = w / 2.0; float n = mod(d - hw, w2); repeatCoordWeightY = clamp((mix(n, w2 - n, step(w, n)) - hw) + 0.5, 0.0, 1.0); } vec2 clampedCoord; clampedCoord.x = clamp(subsetCoord.x, uclamp_Stage1.x, uclamp_Stage1.z); clampedCoord.y = clamp(subsetCoord.y, uclamp_Stage1.y, uclamp_Stage1.w); extraRepeatCoordX = clamp(extraRepeatCoordX, uclamp_Stage1.x, uclamp_Stage1.z); extraRepeatCoordY = clamp(extraRepeatCoordY, uclamp_Stage1.y, uclamp_Stage1.w); vec4 textureColor = mix(mix(texture(uTextureSampler_0_Stage1, clampedCoord * unorm_Stage1.zw), texture(uTextureSampler_0_Stage1, vec2(extraRepeatCoordX, clampedCoord.y) * unorm_Stage1.zw), repeatCoordWeightX), mix(texture(uTextureSampler_0_Stage1, vec2(clampedCoord.x, extraRepeatCoordY) * unorm_Stage1.zw), texture(uTextureSampler_0_Stage1, vec2(extraRepeatCoordX, extraRepeatCoordY) * unorm_Stage1.zw), repeatCoordWeightX), repeatCoordWeightY); output_Stage1 = outputColor_Stage0 * textureColor; } { sk_FragColor = output_Stage1; } } [vertex shader] #version 140 uniform vec4 sk_RTAdjust; uniform mat3 uCoordTransformMatrix_0_Stage0; in vec2 inPosition; in vec2 inLocalCoords; in vec4 color; flat out vec4 vcolor_Stage0; noperspective out vec2 vTransformedCoords_0_Stage0; void main() { vcolor_Stage0 = color; vec2 pos2 = inPosition; vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inLocalCoords, 1.0)).xy; gl_Position = vec4(pos2.x, pos2.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); }