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[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform vec4 uclamp_Stage1;
uniform sampler2D uTextureSampler_0_Stage1;
flat in vec4 vcolor_Stage0;
noperspective in vec2 vTransformedCoords_0_Stage0;
void main() {
vec4 outputColor_Stage0;
{
outputColor_Stage0 = vcolor_Stage0;
}
vec4 output_Stage1;
{
vec2 inCoord = vTransformedCoords_0_Stage0;
vec2 subsetCoord;
subsetCoord.x = inCoord.x;
subsetCoord.y = inCoord.y;
vec2 clampedCoord;
clampedCoord.x = clamp(subsetCoord.x, uclamp_Stage1.x, uclamp_Stage1.z);
clampedCoord.y = clamp(subsetCoord.y, uclamp_Stage1.y, uclamp_Stage1.w);
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
output_Stage1 = outputColor_Stage0 * textureColor;
}
{
sk_FragColor = output_Stage1;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec2 inPosition;
in vec2 inLocalCoords;
in vec4 color;
flat out vec4 vcolor_Stage0;
noperspective out vec2 vTransformedCoords_0_Stage0;
void main() {
vcolor_Stage0 = color;
vec2 pos2 = inPosition;
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inLocalCoords, 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);
}
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