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[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.y -= 3.0 * uPixelSize_Stage1;
float highBound = min(uRange_Stage1.y, coord.y + 6.0 * uPixelSize_Stage1);
coord.y = max(uRange_Stage1.x, coord.y);
for (int i = 0;i < 7; i++) {
output_Stage1 = min(output_Stage1, texture(uTextureSampler_0_Stage1, coord));
coord.y += uPixelSize_Stage1;
coord.y = min(highBound, coord.y);
}
}
{
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);
}
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