[require] GLSL >= 1.40 [fragment shader] #version 140 out vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_Stage0; noperspective in vec2 vlocalCoord_Stage0; flat in vec4 vtexDomain_Stage0; noperspective in float vcoverage_Stage0; void main() { vec4 outputColor_Stage0; vec4 outputCoverage_Stage0; { outputColor_Stage0 = vec4(1.0); vec2 texCoord; texCoord = vlocalCoord_Stage0; vec4 domain; domain = vtexDomain_Stage0; texCoord = clamp(texCoord, domain.xy, domain.zw); outputColor_Stage0 = texture(uTextureSampler_0_Stage0, texCoord); outputColor_Stage0 = clamp(outputColor_Stage0, 0.0, 1.0); float coverage = vcoverage_Stage0; outputCoverage_Stage0 = vec4(coverage); } { sk_FragColor = outputColor_Stage0 * outputCoverage_Stage0; } } [vertex shader] #version 140 uniform vec4 sk_RTAdjust; in vec2 position; in float coverage; in vec2 localCoord; in vec4 texDomain; noperspective out vec2 vlocalCoord_Stage0; flat out vec4 vtexDomain_Stage0; noperspective out float vcoverage_Stage0; void main() { vec2 position = position; vlocalCoord_Stage0 = localCoord; vtexDomain_Stage0 = texDomain; vcoverage_Stage0 = coverage; 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); }