[require] GLSL >= 1.40 [fragment shader] #version 140 out vec4 sk_FragColor; noperspective in vec4 vcolor_Stage0; void main() { vec4 outputColor_Stage0; { outputColor_Stage0 = vcolor_Stage0; } { sk_FragColor = outputColor_Stage0; } } [vertex shader] #version 140 uniform vec4 sk_RTAdjust; in vec2 inPosition; in vec4 inColor; in float inCoverage; noperspective out vec4 vcolor_Stage0; void main() { vec4 color = inColor; color = color * inCoverage; vcolor_Stage0 = color; vec2 pos2 = inPosition; 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); }