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[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_0_Stage2;
noperspective in vec2 vTransformedCoords_0_Stage0;
void main() {
vec4 output_Stage1;
{
output_Stage1 = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0);
}
vec4 output_Stage2;
{
float nonZeroAlpha = max(output_Stage1.w, 9.9999997473787516e-05);
vec4 coord = vec4(output_Stage1.xyz / nonZeroAlpha, nonZeroAlpha);
coord = coord * 0.9960939884185791 + vec4(0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579);
output_Stage2.w = texture(uTextureSampler_0_Stage2, vec2(coord.w, 0.125)).w;
output_Stage2.x = texture(uTextureSampler_0_Stage2, vec2(coord.x, 0.375)).w;
output_Stage2.y = texture(uTextureSampler_0_Stage2, vec2(coord.y, 0.625)).w;
output_Stage2.z = texture(uTextureSampler_0_Stage2, vec2(coord.z, 0.875)).w;
output_Stage2.xyz *= output_Stage2.w;
}
{
sk_FragColor = output_Stage2;
}
}
[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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