[require] GLSL >= 1.40 [fragment shader] #version 140 out vec4 sk_FragColor; uniform vec4 uleftBorderColor_Stage1_c0_c0_c0_c0; uniform vec4 urightBorderColor_Stage1_c0_c0_c0_c0; uniform vec4 ustart_Stage1_c0_c0_c0_c0_c1_c0; uniform vec4 uend_Stage1_c0_c0_c0_c0_c1_c0; uniform sampler2D uTextureSampler_0_Stage1; noperspective in vec2 vTransformedCoords_0_Stage0; noperspective in vec2 vTransformedCoords_1_Stage0; flat in vec4 vcolor_Stage0; vec4 RadialGradientLayout_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) { vec4 _output; float t = length(vTransformedCoords_0_Stage0); _output = vec4(t, 1.0, 0.0, 0.0); return _output; } vec4 SingleIntervalGradientColorizer_Stage1_c0_c0_c0_c0_c1_c0(vec4 _input) { vec4 _output; float t = _input.x; _output = (1.0 - t) * ustart_Stage1_c0_c0_c0_c0_c1_c0 + t * uend_Stage1_c0_c0_c0_c0_c1_c0; return _output; } vec4 ClampedGradientEffect_Stage1_c0_c0_c0_c0(vec4 _input) { vec4 _output; vec4 t = RadialGradientLayout_Stage1_c0_c0_c0_c0_c0_c0(vec4(1.0)); if (t.x < 0.0) { _output = uleftBorderColor_Stage1_c0_c0_c0_c0; } else if (t.x > 1.0) { _output = urightBorderColor_Stage1_c0_c0_c0_c0; } else { _output = SingleIntervalGradientColorizer_Stage1_c0_c0_c0_c0_c1_c0(t); } return _output; } vec4 OverrideInputFragmentProcessor_Stage1_c0_c0(vec4 _input) { vec4 _output; _output = ClampedGradientEffect_Stage1_c0_c0_c0_c0(vec4(1.0, 1.0, 1.0, 1.0)); return _output; } vec4 TextureEffect_Stage1_c1_c0_c0_c0(vec4 _input) { vec4 _output; _output = texture(uTextureSampler_0_Stage1, vTransformedCoords_1_Stage0) * _input; return _output; } vec4 OverrideInputFragmentProcessor_Stage1_c1_c0(vec4 _input) { vec4 _output; _output = TextureEffect_Stage1_c1_c0_c0_c0(vec4(1.0, 1.0, 1.0, 1.0)); 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; { vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0); output_Stage1 = blend_dst_atop(OverrideInputFragmentProcessor_Stage1_c0_c0(inputColor), OverrideInputFragmentProcessor_Stage1_c1_c0(inputColor)); output_Stage1 *= outputColor_Stage0.w; } { sk_FragColor = output_Stage1; } } [vertex shader] #version 140 uniform vec4 sk_RTAdjust; uniform mat3 uCoordTransformMatrix_0_Stage0; uniform mat3 uCoordTransformMatrix_1_Stage0; in vec2 position; in vec4 color; in vec2 localCoord; noperspective out vec2 vTransformedCoords_0_Stage0; noperspective out vec2 vTransformedCoords_1_Stage0; flat out vec4 vcolor_Stage0; void main() { vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy; vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_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); }