[require] GLSL >= 1.40 [fragment shader] #version 140 #extension GL_ARB_fragment_coord_conventions : require layout(origin_upper_left) in vec4 gl_FragCoord; out vec4 sk_FragColor; uniform vec3 uedges_Stage1[3]; uniform sampler2D uTextureSampler_0_Stage0; noperspective in vec2 vlocalCoord_Stage0; void main() { vec4 outputColor_Stage0; { outputColor_Stage0 = vec4(1.0); vec2 texCoord; texCoord = vlocalCoord_Stage0; outputColor_Stage0 = texture(uTextureSampler_0_Stage0, texCoord); } vec4 output_Stage1; { float alpha = 1.0; float edge; edge = dot(uedges_Stage1[0], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); edge = clamp(edge, 0.0, 1.0); alpha *= edge; edge = dot(uedges_Stage1[1], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); edge = clamp(edge, 0.0, 1.0); alpha *= edge; edge = dot(uedges_Stage1[2], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); edge = clamp(edge, 0.0, 1.0); alpha *= edge; output_Stage1 = vec4(alpha); } { sk_FragColor = outputColor_Stage0 * output_Stage1; } } [vertex shader] #version 140 uniform vec4 sk_RTAdjust; in vec2 position; in vec2 localCoord; noperspective out vec2 vlocalCoord_Stage0; void main() { vlocalCoord_Stage0 = localCoord; 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); }