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path: root/shaders/skia/1372.shader_test
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[require]
GLSL >= 1.40

[fragment shader]
#version 140

uniform sampler2D uTextureSampler_0_Stage1;
noperspective in vec4 vcolor_Stage0;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in float vinCoverage_Stage0;
void main() {
    vec4 outputCoverage_Stage0;
    {
        float alpha = 1.0;
        alpha = vinCoverage_Stage0;
        outputCoverage_Stage0 = vec4(alpha);
    }
    vec4 output_Stage1;
    {
        output_Stage1 = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0) * outputCoverage_Stage0;
    }
    vec4 output_Stage2;
    {
        output_Stage2 = floor(output_Stage1 * 255.0 + 0.5) / 255.0;
        {
            output_Stage2.xyz = output_Stage2.w <= 0.0 ? vec3(0.0) : floor((output_Stage2.xyz / output_Stage2.w) * 255.0 + 0.5) / 255.0;
        }
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec2 inPosition;
in vec4 inColor;
in float inCoverage;
noperspective out vec4 vcolor_Stage0;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out float vinCoverage_Stage0;
void main() {
    vec4 color = inColor;
    vcolor_Stage0 = color;
    vec2 pos2 = inPosition;
    vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy;
    vinCoverage_Stage0 = inCoverage;
    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);
}