[require] GLSL >= 1.40 [fragment shader] #version 140 #extension GL_ARB_fragment_coord_conventions : require layout(origin_upper_left) in vec4 gl_FragCoord; out vec4 sk_FragColor; uniform vec4 urectUniform_Stage2_c0_c0; uniform sampler2D uTextureSampler_0_Stage1; noperspective in vec2 vTransformedCoords_0_Stage0; vec4 AARectEffect_Stage2_c0_c0(vec4 _input) { vec4 _output; float alpha; { float xSub, ySub; xSub = min(gl_FragCoord.x - urectUniform_Stage2_c0_c0.x, 0.0); xSub += min(urectUniform_Stage2_c0_c0.z - gl_FragCoord.x, 0.0); ySub = min(gl_FragCoord.y - urectUniform_Stage2_c0_c0.y, 0.0); ySub += min(urectUniform_Stage2_c0_c0.w - gl_FragCoord.y, 0.0); alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0)); } { alpha = 1.0 - alpha; } _output = _input * alpha; return _output; } vec4 blend_src_out(vec4 src, vec4 dst) { return (1.0 - dst.w) * src; } void main() { vec4 output_Stage1; { output_Stage1 = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0); } vec4 output_Stage2; { output_Stage2 = blend_src_out(output_Stage1, AARectEffect_Stage2_c0_c0(vec4(1.0))); } { sk_FragColor = output_Stage2; } } [vertex shader] #version 140 uniform vec4 sk_RTAdjust; uniform mat3 uCoordTransformMatrix_0_Stage0; in vec2 position; in vec2 localCoord; noperspective out vec2 vTransformedCoords_0_Stage0; void main() { vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy; 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); }