[require] GLSL >= 1.40 [fragment shader] #version 140 out vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_Stage1; uniform sampler2D uTextureSampler_1_Stage1; noperspective in vec2 vTransformedCoords_0_Stage0; noperspective in vec2 vTransformedCoords_1_Stage0; flat in vec4 vcolor_Stage0; vec4 TextureEffect_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) { vec4 _output; _output = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0) * _input; return _output; } vec4 blend_src_in(vec4 src, vec4 dst) { return src * dst.w; } vec4 blend_dst_in(vec4 src, vec4 dst) { return blend_src_in(dst, src); } vec4 ComposeOne_Stage1_c0_c0_c0_c0(vec4 _input) { vec4 _output; _output = blend_dst_in(_input, TextureEffect_Stage1_c0_c0_c0_c0_c0_c0(vec4(1.0))); return _output; } vec4 ComposeOne_Stage1_c0_c0(vec4 _input) { vec4 _output; _output = blend_src_in(_input, ComposeOne_Stage1_c0_c0_c0_c0(vec4(1.0))); return _output; } vec4 TextureEffect_Stage1_c1_c0_c0_c0_c0_c0(vec4 _input) { vec4 _output; _output = texture(uTextureSampler_1_Stage1, vTransformedCoords_1_Stage0) * _input; return _output; } vec4 ComposeOne_Stage1_c1_c0_c0_c0(vec4 _input) { vec4 _output; _output = blend_dst_in(_input, TextureEffect_Stage1_c1_c0_c0_c0_c0_c0(vec4(1.0))); return _output; } vec4 ComposeOne_Stage1_c1_c0(vec4 _input) { vec4 _output; _output = blend_src_in(_input, ComposeOne_Stage1_c1_c0_c0_c0(vec4(1.0))); return _output; } vec4 blend_xor(vec4 src, vec4 dst) { return (1.0 - dst.w) * src + (1.0 - src.w) * dst; } void main() { vec4 outputColor_Stage0; { outputColor_Stage0 = vcolor_Stage0; } vec4 output_Stage1; { vec4 inputColor = vec4(vec4(1.0).xyz, 1.0); output_Stage1 = blend_xor(ComposeOne_Stage1_c0_c0(inputColor), ComposeOne_Stage1_c1_c0(inputColor)); } { sk_FragColor = outputColor_Stage0 * output_Stage1; } } [vertex shader] #version 140 uniform vec4 sk_RTAdjust; uniform mat3 uCoordTransformMatrix_0_Stage0; uniform mat3 uCoordTransformMatrix_1_Stage0; in vec2 position; in vec4 color; in vec2 localCoord; noperspective out vec2 vTransformedCoords_0_Stage0; noperspective out vec2 vTransformedCoords_1_Stage0; flat out vec4 vcolor_Stage0; void main() { vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy; vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(localCoord, 1.0)).xy; vcolor_Stage0 = color; 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); }