diff options
Diffstat (limited to 'shaders/skia/778.shader_test')
-rw-r--r-- | shaders/skia/778.shader_test | 373 |
1 files changed, 373 insertions, 0 deletions
diff --git a/shaders/skia/778.shader_test b/shaders/skia/778.shader_test new file mode 100644 index 0000000..fc96a4d --- /dev/null +++ b/shaders/skia/778.shader_test @@ -0,0 +1,373 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +#extension GL_KHR_blend_equation_advanced : require +#extension GL_ARB_fragment_coord_conventions : require +layout(origin_upper_left) in vec4 gl_FragCoord; +out vec4 sk_FragColor; +layout (blend_support_all_equations) out ; +uniform vec4 uColor_Stage0; +uniform vec2 uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0; +uniform vec2 uBounds_Stage1_c0_c0_c0_c0_c0_c0; +uniform vec4 uKernel_Stage1_c0_c0_c0_c0_c0_c0[3]; +uniform vec2 uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0; +uniform float uSurfaceScale_Stage1_c0_c0_c0_c0_c1_c0; +uniform vec3 uLightColor_Stage1_c0_c0_c0_c0_c1_c0; +uniform float uKD_Stage1_c0_c0_c0_c0_c1_c0; +uniform vec4 uTexDom_Stage1_c0_c0_c0_c0_c1_c0; +uniform vec3 uDecalParams_Stage1_c0_c0_c0_c0_c1_c0; +uniform vec3 uLightDirection_Stage1_c0_c0_c0_c0_c1_c0; +uniform vec4 ucolor_Stage1_c0_c0_c1_c0_c0_c0; +uniform vec4 uellipse_Stage1_c0_c0_c1_c0_c1_c0; +uniform vec3 uedges_Stage1_c1_c0[2]; +uniform sampler2D uTextureSampler_0_Stage1; +uniform sampler2D uTextureSampler_1_Stage1; +noperspective in vec3 vDashParam_Stage0; +noperspective in vec2 vCircleParams_Stage0; +noperspective in vec2 vTransformedCoords_0_Stage0; +noperspective in vec2 vTransformedCoords_1_Stage0; +vec4 GaussianConvolution_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + _output = vec4(0.0, 0.0, 0.0, 0.0); + vec2 coord = vTransformedCoords_0_Stage0 - 4.0 * uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0; + vec2 coordSampled = vec2(0.0, 0.0); + coordSampled = coord; + if (coord.x >= uBounds_Stage1_c0_c0_c0_c0_c0_c0.x && coord.x <= uBounds_Stage1_c0_c0_c0_c0_c0_c0.y) { + _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c0_c0[0].x; + } + coord += uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0; + coordSampled = coord; + if (coord.x >= uBounds_Stage1_c0_c0_c0_c0_c0_c0.x && coord.x <= uBounds_Stage1_c0_c0_c0_c0_c0_c0.y) { + _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c0_c0[0].y; + } + coord += uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0; + coordSampled = coord; + if (coord.x >= uBounds_Stage1_c0_c0_c0_c0_c0_c0.x && coord.x <= uBounds_Stage1_c0_c0_c0_c0_c0_c0.y) { + _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c0_c0[0].z; + } + coord += uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0; + coordSampled = coord; + if (coord.x >= uBounds_Stage1_c0_c0_c0_c0_c0_c0.x && coord.x <= uBounds_Stage1_c0_c0_c0_c0_c0_c0.y) { + _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c0_c0[0].w; + } + coord += uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0; + coordSampled = coord; + if (coord.x >= uBounds_Stage1_c0_c0_c0_c0_c0_c0.x && coord.x <= uBounds_Stage1_c0_c0_c0_c0_c0_c0.y) { + _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c0_c0[1].x; + } + coord += uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0; + coordSampled = coord; + if (coord.x >= uBounds_Stage1_c0_c0_c0_c0_c0_c0.x && coord.x <= uBounds_Stage1_c0_c0_c0_c0_c0_c0.y) { + _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c0_c0[1].y; + } + coord += uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0; + coordSampled = coord; + if (coord.x >= uBounds_Stage1_c0_c0_c0_c0_c0_c0.x && coord.x <= uBounds_Stage1_c0_c0_c0_c0_c0_c0.y) { + _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c0_c0[1].z; + } + coord += uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0; + coordSampled = coord; + if (coord.x >= uBounds_Stage1_c0_c0_c0_c0_c0_c0.x && coord.x <= uBounds_Stage1_c0_c0_c0_c0_c0_c0.y) { + _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c0_c0[1].w; + } + coord += uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0; + coordSampled = coord; + if (coord.x >= uBounds_Stage1_c0_c0_c0_c0_c0_c0.x && coord.x <= uBounds_Stage1_c0_c0_c0_c0_c0_c0.y) { + _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c0_c0[2].x; + } + coord += uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0; + _output *= _input; + return _output; +} +vec4 light_Stage1_c0_c0_c0_c0_c1_c0(vec3 normal, vec3 surfaceToLight, vec3 lightColor) { + float colorScale = uKD_Stage1_c0_c0_c0_c0_c1_c0 * dot(normal, surfaceToLight); + return vec4(lightColor * clamp(colorScale, 0.0, 1.0), 1.0); +} +float sobel_Stage1_c0_c0_c0_c0_c1_c0(float a, float b, float c, float d, float e, float f, float scale) { + return (((((-a + b) - 2.0 * c) + 2.0 * d) - e) + f) * scale; +} +vec3 pointToNormal_Stage1_c0_c0_c0_c0_c1_c0(float x, float y, float scale) { + return normalize(vec3(-x * scale, -y * scale, 1.0)); +} +vec3 normal_Stage1_c0_c0_c0_c0_c1_c0(float m[9], float surfaceScale) { + return pointToNormal_Stage1_c0_c0_c0_c0_c1_c0(sobel_Stage1_c0_c0_c0_c0_c1_c0(m[0], m[2], m[3], m[5], m[6], m[8], 0.25), sobel_Stage1_c0_c0_c0_c0_c1_c0(m[0], m[6], m[1], m[7], m[2], m[8], 0.25), surfaceScale); +} +vec4 DiffuseLighting_Stage1_c0_c0_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + vec2 coord = vTransformedCoords_1_Stage0; + float m[9]; + vec4 temp0; + { + vec2 origCoord = coord + vec2(-1.0, 1.0) * uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z < 1.0) { + err = 0.0; + } + temp0 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + m[0] = temp0.w; + vec4 temp1; + { + vec2 origCoord = coord + vec2(0.0, 1.0) * uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z < 1.0) { + err = 0.0; + } + temp1 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + m[1] = temp1.w; + vec4 temp2; + { + vec2 origCoord = coord + uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z < 1.0) { + err = 0.0; + } + temp2 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + m[2] = temp2.w; + vec4 temp3; + { + vec2 origCoord = coord + vec2(-1.0, 0.0) * uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z < 1.0) { + err = 0.0; + } + temp3 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + m[3] = temp3.w; + vec4 temp4; + { + vec2 origCoord = coord; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z < 1.0) { + err = 0.0; + } + temp4 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + m[4] = temp4.w; + vec4 temp5; + { + vec2 origCoord = coord + vec2(1.0, 0.0) * uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z < 1.0) { + err = 0.0; + } + temp5 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + m[5] = temp5.w; + vec4 temp6; + { + vec2 origCoord = coord + vec2(-1.0, -1.0) * uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z < 1.0) { + err = 0.0; + } + temp6 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + m[6] = temp6.w; + vec4 temp7; + { + vec2 origCoord = coord + vec2(0.0, -1.0) * uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z < 1.0) { + err = 0.0; + } + temp7 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + m[7] = temp7.w; + vec4 temp8; + { + vec2 origCoord = coord + vec2(1.0, -1.0) * uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z < 1.0) { + err = 0.0; + } + temp8 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + m[8] = temp8.w; + vec3 surfaceToLight = uLightDirection_Stage1_c0_c0_c0_c0_c1_c0; + _output = light_Stage1_c0_c0_c0_c0_c1_c0(normal_Stage1_c0_c0_c0_c0_c1_c0(m, uSurfaceScale_Stage1_c0_c0_c0_c0_c1_c0), surfaceToLight, uLightColor_Stage1_c0_c0_c0_c0_c1_c0); + _output *= _input; + return _output; +} +vec4 blend_dst_atop(vec4 src, vec4 dst) { + return (1.0 - dst.w) * src + src.w * dst; +} +vec4 ComposeTwo_Stage1_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_dst_atop(GaussianConvolution_Stage1_c0_c0_c0_c0_c0_c0(inputColor), DiffuseLighting_Stage1_c0_c0_c0_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 ConstColorProcessor_Stage1_c0_c0_c1_c0_c0_c0(vec4 _input) { + vec4 _output; + { + _output = _input * ucolor_Stage1_c0_c0_c1_c0_c0_c0; + } + return _output; +} +vec4 EllipseEffect_Stage1_c0_c0_c1_c0_c1_c0(vec4 _input) { + vec4 _output; + vec2 d = gl_FragCoord.xy - uellipse_Stage1_c0_c0_c1_c0_c1_c0.xy; + vec2 Z = d * uellipse_Stage1_c0_c0_c1_c0_c1_c0.zw; + float implicit = dot(Z, d) - 1.0; + float grad_dot = 4.0 * dot(Z, Z); + { + grad_dot = max(grad_dot, 1.1754999560161448e-38); + } + float approx_dist = implicit * inversesqrt(grad_dot); + float alpha; + { + alpha = clamp(0.5 + approx_dist, 0.0, 1.0); + } + _output = _input * alpha; + return _output; +} +vec4 blend_dst_over(vec4 src, vec4 dst) { + return (1.0 - dst.w) * src + dst; +} +vec4 ComposeTwo_Stage1_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_dst_over(ConstColorProcessor_Stage1_c0_c0_c1_c0_c0_c0(inputColor), EllipseEffect_Stage1_c0_c0_c1_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +float _guarded_divide(float n, float d) { + return n / d; +} +float _soft_light_component(float sc, float sa, float dc, float da) { + if (2.0 * sc <= sa) { + return (_guarded_divide((dc * dc) * (sa - 2.0 * sc), da) + (1.0 - da) * sc) + dc * ((-sa + 2.0 * sc) + 1.0); + } else if (4.0 * dc <= da) { + float DSqd = dc * dc; + float DCub = DSqd * dc; + float DaSqd = da * da; + float DaCub = DaSqd * da; + return _guarded_divide(((DaSqd * (sc - dc * ((3.0 * sa - 6.0 * sc) - 1.0)) + ((12.0 * da) * DSqd) * (sa - 2.0 * sc)) - (16.0 * DCub) * (sa - 2.0 * sc)) - DaCub * sc, DaSqd); + } + return ((dc * ((sa - 2.0 * sc) + 1.0) + sc) - sqrt(da * dc) * (sa - 2.0 * sc)) - da * sc; +} +vec4 blend_soft_light(vec4 src, vec4 dst) { + if (dst.w == 0.0) { + return src; + } + return vec4(_soft_light_component(src.x, src.w, dst.x, dst.w), _soft_light_component(src.y, src.w, dst.y, dst.w), _soft_light_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w); +} +vec4 ComposeTwo_Stage1_c0_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_soft_light(ComposeTwo_Stage1_c0_c0_c0_c0(inputColor), ComposeTwo_Stage1_c0_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 ConvexPoly_Stage1_c1_c0(vec4 _input) { + vec4 _output; + float alpha = 1.0; + float edge; + edge = dot(uedges_Stage1_c1_c0[0], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); + edge = clamp(edge, 0.0, 1.0); + alpha *= edge; + edge = dot(uedges_Stage1_c1_c0[1], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); + edge = clamp(edge, 0.0, 1.0); + alpha *= edge; + _output = _input * alpha; + return _output; +} +void main() { + vec4 outputColor_Stage0; + vec4 outputCoverage_Stage0; + { + outputColor_Stage0 = uColor_Stage0; + float xShifted = vDashParam_Stage0.x - floor(vDashParam_Stage0.x / vDashParam_Stage0.z) * vDashParam_Stage0.z; + vec2 fragPosShifted = vec2(xShifted, vDashParam_Stage0.y); + vec2 center = vec2(vCircleParams_Stage0.y, 0.0); + float dist = length(center - fragPosShifted); + float alpha = 1.0; + alpha *= dist < vCircleParams_Stage0.x + 0.5 ? 1.0 : 0.0; + outputCoverage_Stage0 = vec4(alpha); + } + vec4 output_Stage1; + { + vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0); + output_Stage1 = blend_dst_over(ComposeTwo_Stage1_c0_c0(inputColor), ConvexPoly_Stage1_c1_c0(inputColor)); + output_Stage1 *= outputColor_Stage0.w; + } + { + sk_FragColor = outputCoverage_Stage0 * output_Stage1; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uCoordTransformMatrix_0_Stage0; +uniform mat3 uCoordTransformMatrix_1_Stage0; +in vec2 inPosition; +in vec3 inDashParams; +in vec2 inCircleParams; +noperspective out vec3 vDashParam_Stage0; +noperspective out vec2 vCircleParams_Stage0; +noperspective out vec2 vTransformedCoords_0_Stage0; +noperspective out vec2 vTransformedCoords_1_Stage0; +void main() { + vDashParam_Stage0 = inDashParams; + vCircleParams_Stage0 = inCircleParams; + vec2 pos2 = inPosition; + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy; + vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(inPosition, 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); +} + |