[require] GLSL >= 1.40 [fragment shader] #version 140 out vec4 sk_FragColor; uniform float uinnerThreshold_Stage1; uniform float uouterThreshold_Stage1; uniform sampler2D uTextureSampler_0_Stage1; noperspective in vec2 vTransformedCoords_0_Stage0; flat in vec4 vcolor_Stage0; void main() { vec4 output_Stage1; { vec4 color = vec4(1.0); vec4 mask_color = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0); if (mask_color.w < 0.5) { if (1.0 > uouterThreshold_Stage1) { float scale = uouterThreshold_Stage1; color.xyz *= scale; color.w = uouterThreshold_Stage1; } } else if (1.0 < uinnerThreshold_Stage1) { float scale = uinnerThreshold_Stage1 / max(0.0010000000474974513, 1.0); color.xyz *= scale; color.w = uinnerThreshold_Stage1; } output_Stage1 = color; } { sk_FragColor = output_Stage1; } } [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); }