[require] GLSL >= 1.40 [fragment shader] #version 140 out vec4 sk_FragColor; flat in vec4 vcolor_Stage0; void main() { vec4 outputColor_Stage0; { outputColor_Stage0 = vcolor_Stage0; } { sk_FragColor = outputColor_Stage0; } } [vertex shader] #version 140 uniform vec4 sk_RTAdjust; in vec3 position; in vec4 color; flat out vec4 vcolor_Stage0; void main() { vcolor_Stage0 = color; gl_Position = vec4(position.x, position.y, 0.0, position.z); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); }