[require] GLSL >= 1.40 [fragment shader] #version 140 out vec4 sk_FragColor; uniform vec4 uniformColor_Stage1_c0_c0; uniform vec4 ucolor_Stage1_c0_c0_c0_c0; noperspective in vec4 vcolor_Stage0; vec4 ConstColorProcessor_Stage1_c0_c0_c0_c0(vec4 _input) { vec4 _output; { _output = _input.w * ucolor_Stage1_c0_c0_c0_c0; } return _output; } vec4 OverrideInputFragmentProcessor_Stage1_c0_c0(vec4 _input) { vec4 _output; vec4 constColor; { constColor = uniformColor_Stage1_c0_c0; } _output = ConstColorProcessor_Stage1_c0_c0_c0_c0(constColor); return _output; } vec4 blend_dst_atop(vec4 src, vec4 dst) { return (1.0 - dst.w) * src + src.w * dst; } void main() { vec4 outputColor_Stage0; { outputColor_Stage0 = vcolor_Stage0; } vec4 output_Stage1; { output_Stage1 = blend_dst_atop(OverrideInputFragmentProcessor_Stage1_c0_c0(vec4(1.0)), outputColor_Stage0); } { sk_FragColor = output_Stage1; } } [vertex shader] #version 140 uniform vec4 sk_RTAdjust; uniform mat3 uViewM_Stage0; in vec2 position; in vec4 inColor; noperspective out vec4 vcolor_Stage0; void main() { vec4 color = inColor; color = color.zyxw; color = vec4(color.xyz * color.w, color.w); vcolor_Stage0 = color; vec2 pos2 = (uViewM_Stage0 * vec3(position, 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); }