[require] GLSL >= 1.40 [fragment shader] #version 140 #extension GL_ARB_fragment_coord_conventions : require layout(origin_upper_left) in vec4 gl_FragCoord; out vec4 sk_FragColor; uniform vec4 uCoordTransformMatrix_1_Stage0; uniform sampler2D uTextureSampler_0_Stage1; uniform sampler2D uTextureSampler_0_Stage2; noperspective in vec2 vTransformedCoords_0_Stage0; flat in vec4 vcolor_Stage0; vec4 TextureEffect_Stage2_c0_c0(vec4 _input, vec2 _coords) { _coords = _coords * uCoordTransformMatrix_1_Stage0.xz + uCoordTransformMatrix_1_Stage0.yw; vec4 _output; _output = texture(uTextureSampler_0_Stage2, _coords) * _input; return _output; } void main() { vec4 outputColor_Stage0; { outputColor_Stage0 = vcolor_Stage0; } vec4 output_Stage1; { output_Stage1 = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0); } vec4 output_Stage2; { output_Stage2 = TextureEffect_Stage2_c0_c0(output_Stage1, gl_FragCoord.xy); } { sk_FragColor = outputColor_Stage0 * output_Stage2; } } [vertex shader] #version 140 uniform vec4 sk_RTAdjust; uniform mat3 uCoordTransformMatrix_0_Stage0; in vec2 position; in vec4 color; in vec2 localCoord; noperspective out vec2 vTransformedCoords_0_Stage0; flat out vec4 vcolor_Stage0; void main() { vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_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); }