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path: root/shaders/skia/2131.shader_test
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[require]
GLSL >= 1.40

[fragment shader]
#version 140

out vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_Stage1;
noperspective in vec4 vcolor_Stage0;
vec4 ColorTableEffect_Stage1_c0_c0(vec4 _input) {
    vec4 _output;
    float nonZeroAlpha = max(_input.w, 9.9999997473787516e-05);
    vec4 coord = vec4(_input.xyz / nonZeroAlpha, nonZeroAlpha);
    coord = coord * 0.9960939884185791 + vec4(0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579);
    _output.w = texture(uTextureSampler_0_Stage1, vec2(coord.w, 0.125)).w;
    _output.x = texture(uTextureSampler_0_Stage1, vec2(coord.x, 0.375)).w;
    _output.y = texture(uTextureSampler_0_Stage1, vec2(coord.y, 0.625)).w;
    _output.z = texture(uTextureSampler_0_Stage1, vec2(coord.z, 0.875)).w;
    _output.xyz *= _output.w;
    return _output;
}
void main() {
    vec4 output_Stage1;
    {
        output_Stage1 = ColorTableEffect_Stage1_c0_c0(vec4(1.0));
    }
    {
        sk_FragColor = output_Stage1;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uViewM_Stage0;
in vec2 inPosition;
in vec4 inColor;
in vec2 inLocalCoord;
noperspective out vec4 vcolor_Stage0;
void main() {
    vec4 color = inColor;
    vcolor_Stage0 = color;
    vec2 pos2 = (uViewM_Stage0 * vec3(inPosition, 1.0)).xy;
    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);
}