[require] GLSL >= 1.40 [fragment shader] #version 140 #extension GL_KHR_blend_equation_advanced : require out vec4 sk_FragColor; layout (blend_support_all_equations) out ; uniform vec4 uColor_Stage0; uniform float uCoverage_Stage0; void main() { vec4 outputColor_Stage0; vec4 outputCoverage_Stage0; { outputColor_Stage0 = uColor_Stage0; outputCoverage_Stage0 = vec4(uCoverage_Stage0); } { sk_FragColor = outputCoverage_Stage0 * outputColor_Stage0; } } [vertex shader] #version 140 uniform vec4 sk_RTAdjust; uniform mat3 uViewM_Stage0; in vec2 inPosition; void main() { vec2 pos2 = (uViewM_Stage0 * vec3(inPosition, 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); }