[require] GLSL >= 1.40 [fragment shader] #version 140 out vec4 sk_FragColor; uniform mat3 ucolorSpaceMatrix_Stage1; uniform vec3 ucolorSpaceTranslate_Stage1; uniform sampler2D uTextureSampler_0_Stage1; uniform sampler2D uTextureSampler_1_Stage1; uniform sampler2D uTextureSampler_2_Stage1; noperspective in vec2 vTransformedCoords_0_Stage0; noperspective in vec2 vTransformedCoords_1_Stage0; noperspective in vec2 vTransformedCoords_2_Stage0; vec4 TextureEffect_Stage1_c0_c0(vec4 _input) { vec4 _output; _output = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0) * _input; return _output; } vec4 TextureEffect_Stage1_c1_c0(vec4 _input) { vec4 _output; _output = texture(uTextureSampler_1_Stage1, vTransformedCoords_1_Stage0) * _input; return _output; } vec4 TextureEffect_Stage1_c2_c0(vec4 _input) { vec4 _output; _output = texture(uTextureSampler_2_Stage1, vTransformedCoords_2_Stage0) * _input; return _output; } void main() { vec4 output_Stage1; { vec4 planes[3]; planes[0] = TextureEffect_Stage1_c0_c0(vec4(1.0)); planes[1] = TextureEffect_Stage1_c1_c0(vec4(1.0)); planes[2] = TextureEffect_Stage1_c2_c0(vec4(1.0)); vec4 color = vec4(planes[0].x, planes[2].x, planes[1].x, 1.0); color.xyz = clamp(color.xyz * ucolorSpaceMatrix_Stage1 + ucolorSpaceTranslate_Stage1, 0.0, 1.0); output_Stage1 = color; } { sk_FragColor = output_Stage1; } } [vertex shader] #version 140 uniform vec4 sk_RTAdjust; uniform mat3 uCoordTransformMatrix_0_Stage0; uniform mat3 uCoordTransformMatrix_1_Stage0; uniform mat3 uCoordTransformMatrix_2_Stage0; in vec2 position; in vec2 localCoord; noperspective out vec2 vTransformedCoords_0_Stage0; noperspective out vec2 vTransformedCoords_1_Stage0; noperspective out vec2 vTransformedCoords_2_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; vTransformedCoords_2_Stage0 = (uCoordTransformMatrix_2_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); }