[require] GLSL >= 1.40 [fragment shader] #version 140 out vec4 sk_FragColor; uniform float uPixelSize_Stage1; uniform vec2 uRange_Stage1; uniform sampler2D uTextureSampler_0_Stage1; noperspective in vec2 vTransformedCoords_0_Stage0; void main() { vec4 output_Stage1; { output_Stage1 = vec4(1.0, 1.0, 1.0, 1.0); vec2 coord = vTransformedCoords_0_Stage0; coord.x -= 2.0 * uPixelSize_Stage1; float highBound = min(uRange_Stage1.y, coord.x + 4.0 * uPixelSize_Stage1); coord.x = max(uRange_Stage1.x, coord.x); for (int i = 0;i < 5; i++) { output_Stage1 = min(output_Stage1, texture(uTextureSampler_0_Stage1, coord)); coord.x += uPixelSize_Stage1; coord.x = min(highBound, coord.x); } } { sk_FragColor = output_Stage1; } } [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); }