[require] GLSL >= 1.40 [fragment shader] #version 140 out vec4 sk_FragColor; uniform sampler2D uTextureSampler_0_Stage1; uniform sampler2D uTextureSampler_0_Stage2; noperspective in vec2 vTransformedCoords_0_Stage0; noperspective in vec2 vTransformedCoords_1_Stage0; vec4 ClampFragmentProcessor_Stage2_c0_c0(vec4 _input) { vec4 _output; { float alpha = clamp(_input.w, 0.0, 1.0); _output = vec4(clamp(_input.xyz, 0.0, alpha), alpha); } return _output; } vec4 TextureEffect_Stage2_c1_c0(vec4 _input) { vec4 _output; _output = texture(uTextureSampler_0_Stage2, vTransformedCoords_1_Stage0) * _input; return _output; } float _guarded_divide(float n, float d) { return n / d; } float _color_burn_component(float sc, float sa, float dc, float da) { if (da == dc) { return (sa * da + sc * (1.0 - da)) + dc * (1.0 - sa); } else if (sc == 0.0) { return dc * (1.0 - sa); } float d = max(0.0, da - _guarded_divide((da - dc) * sa, sc)); return (d * sa + sc * (1.0 - da)) + dc * (1.0 - sa); } vec4 blend_color_burn(vec4 src, vec4 dst) { return vec4(_color_burn_component(src.x, src.w, dst.x, dst.w), _color_burn_component(src.y, src.w, dst.y, dst.w), _color_burn_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w); } void main() { vec4 output_Stage1; { output_Stage1 = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0); } vec4 output_Stage2; { vec4 inputColor = vec4(output_Stage1.xyz, 1.0); output_Stage2 = blend_color_burn(ClampFragmentProcessor_Stage2_c0_c0(inputColor), TextureEffect_Stage2_c1_c0(inputColor)); output_Stage2 *= output_Stage1.w; } { sk_FragColor = output_Stage2; } } [vertex shader] #version 140 uniform vec4 sk_RTAdjust; uniform mat3 uCoordTransformMatrix_0_Stage0; uniform mat3 uCoordTransformMatrix_1_Stage0; in vec2 position; in vec2 localCoord; noperspective out vec2 vTransformedCoords_0_Stage0; noperspective out vec2 vTransformedCoords_1_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; 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); }