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[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_1_Stage1;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
flat in vec4 vcolor_Stage0;
vec4 TextureEffect_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
_output = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0) * _input;
return _output;
}
vec4 blend_src_in(vec4 src, vec4 dst) {
return src * dst.w;
}
vec4 blend_dst_in(vec4 src, vec4 dst) {
return blend_src_in(dst, src);
}
vec4 ComposeOne_Stage1_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
_output = blend_dst_in(_input, TextureEffect_Stage1_c0_c0_c0_c0_c0_c0(vec4(1.0)));
return _output;
}
vec4 ComposeOne_Stage1_c0_c0(vec4 _input) {
vec4 _output;
_output = blend_src_in(_input, ComposeOne_Stage1_c0_c0_c0_c0(vec4(1.0)));
return _output;
}
vec4 TextureEffect_Stage1_c1_c0_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
_output = texture(uTextureSampler_1_Stage1, vTransformedCoords_1_Stage0) * _input;
return _output;
}
vec4 ComposeOne_Stage1_c1_c0_c0_c0(vec4 _input) {
vec4 _output;
_output = blend_dst_in(_input, TextureEffect_Stage1_c1_c0_c0_c0_c0_c0(vec4(1.0)));
return _output;
}
vec4 ComposeOne_Stage1_c1_c0(vec4 _input) {
vec4 _output;
_output = blend_src_in(_input, ComposeOne_Stage1_c1_c0_c0_c0(vec4(1.0)));
return _output;
}
vec4 blend_dst_out(vec4 src, vec4 dst) {
return (1.0 - src.w) * dst;
}
void main() {
vec4 outputColor_Stage0;
{
outputColor_Stage0 = vcolor_Stage0;
}
vec4 output_Stage1;
{
vec4 inputColor = vec4(vec4(1.0).xyz, 1.0);
output_Stage1 = blend_dst_out(ComposeOne_Stage1_c0_c0(inputColor), ComposeOne_Stage1_c1_c0(inputColor));
}
{
sk_FragColor = outputColor_Stage0 * output_Stage1;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
in vec2 position;
in vec4 color;
in vec2 localCoord;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_Stage0;
flat out vec4 vcolor_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;
vcolor_Stage0 = color;
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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