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[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform float ualpha_Stage1;
uniform sampler2D uTextureSampler_0_Stage0;
noperspective in vec2 vTextureCoords_Stage0;
flat in int vTexIndex_Stage0;
noperspective in vec4 vinColor_Stage0;
void main() {
vec4 outputCoverage_Stage0;
{
vec4 texColor;
{
texColor = texture(uTextureSampler_0_Stage0, vTextureCoords_Stage0);
}
outputCoverage_Stage0 = texColor;
}
{
outputCoverage_Stage0.w = max(max(outputCoverage_Stage0.x, outputCoverage_Stage0.y), outputCoverage_Stage0.z);
sk_FragColor = ualpha_Stage1 * outputCoverage_Stage0;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform vec2 uAtlasSizeInv_Stage0;
in vec2 inPosition;
in vec4 inColor;
in uvec2 inTextureCoords;
noperspective out vec2 vTextureCoords_Stage0;
flat out int vTexIndex_Stage0;
noperspective out vec4 vinColor_Stage0;
void main() {
ivec2 signedCoords = ivec2(int(inTextureCoords.x), int(inTextureCoords.y));
vec2 unormTexCoords = vec2(float(signedCoords.x / 2), float(signedCoords.y / 2));
vTextureCoords_Stage0 = unormTexCoords * uAtlasSizeInv_Stage0;
vTexIndex_Stage0 = 0;
vinColor_Stage0 = inColor;
gl_Position = vec4(inPosition.x, inPosition.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);
}
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