[require] GLSL >= 1.40 [fragment shader] #version 140 out vec4 sk_FragColor; uniform mat4 um_Stage2; uniform vec4 uv_Stage2; uniform sampler2D uTextureSampler_0_Stage1; noperspective in vec2 vTransformedCoords_0_Stage0; flat in vec4 vcolor_Stage0; vec4 TextureEffect_Stage1_c0_c0_c0_c0(vec4 _input) { vec4 _output; _output = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0) * _input; return _output; } vec4 YUVtoRGBEffect_Stage1_c0_c0(vec4 _input) { vec4 _output; vec4 planes[1]; planes[0] = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0)); vec4 color = vec4(planes[0].y, planes[0].z, planes[0].x, planes[0].w); color.xyz *= color.w; _output = color; return _output; } void main() { vec4 output_Stage1; { output_Stage1 = YUVtoRGBEffect_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0)); } vec4 output_Stage2; { vec4 inputColor = output_Stage1; { float nonZeroAlpha = max(inputColor.w, 9.9999997473787516e-05); inputColor = vec4(inputColor.xyz / nonZeroAlpha, inputColor.w); } output_Stage2 = um_Stage2 * inputColor + uv_Stage2; { output_Stage2 = clamp(output_Stage2, 0.0, 1.0); } { 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 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); }