[require] GLSL >= 1.40 [fragment shader] #version 140 out vec4 sk_FragColor; uniform vec4 ucolor_Stage1_c0_c0; noperspective in vec4 vcolor_Stage0; vec4 ConstColorProcessor_Stage1_c0_c0(vec4 _input) { vec4 _output; { _output = _input.w * ucolor_Stage1_c0_c0; } return _output; } void main() { vec4 output_Stage1; { output_Stage1 = ConstColorProcessor_Stage1_c0_c0(vec4(1.0)); } { sk_FragColor = output_Stage1; } } [vertex shader] #version 140 uniform vec4 sk_RTAdjust; uniform mat3 uViewM_Stage0; in vec2 inPosition; in vec4 inColor; in vec2 inLocalCoord; noperspective out vec4 vcolor_Stage0; void main() { vec4 color = inColor; vcolor_Stage0 = color; vec2 pos2 = (uViewM_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); }