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[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform vec4 uniformColor_Stage1_c0_c0;
uniform vec4 ucolor_Stage1_c0_c0_c0_c0;
uniform vec4 ucolor_Stage2;
noperspective in vec4 vcolor_Stage0;
vec4 ConstColorProcessor_Stage1_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
{
_output = _input.w * ucolor_Stage1_c0_c0_c0_c0;
}
return _output;
}
vec4 OverrideInputFragmentProcessor_Stage1_c0_c0(vec4 _input) {
vec4 _output;
vec4 constColor;
{
constColor = uniformColor_Stage1_c0_c0;
}
_output = ConstColorProcessor_Stage1_c0_c0_c0_c0(constColor);
return _output;
}
vec4 blend_src(vec4 src, vec4 dst) {
return src;
}
void main() {
vec4 outputColor_Stage0;
{
outputColor_Stage0 = vcolor_Stage0;
}
vec4 output_Stage1;
{
output_Stage1 = blend_src(OverrideInputFragmentProcessor_Stage1_c0_c0(vec4(1.0)), outputColor_Stage0);
}
vec4 output_Stage2;
{
{
output_Stage2 = output_Stage1 * ucolor_Stage2;
}
}
{
sk_FragColor = output_Stage2;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uViewM_Stage0;
in vec2 position;
in vec4 inColor;
noperspective out vec4 vcolor_Stage0;
void main() {
vec4 color = inColor;
color = color.zyxw;
color = vec4(color.xyz * color.w, color.w);
vcolor_Stage0 = color;
vec2 pos2 = (uViewM_Stage0 * vec3(position, 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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