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[require]
GLSL >= 1.40
[fragment shader]
#version 140
#extension GL_ARB_fragment_coord_conventions : require
layout(origin_upper_left) in vec4 gl_FragCoord;
out vec4 sk_FragColor;
uniform float uPixelSize_Stage1_c0_c0;
uniform vec2 uRange_Stage1_c0_c0;
uniform vec2 uDstTextureUpperLeft_Stage2;
uniform vec2 uDstTextureCoordScale_Stage2;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uDstTextureSampler_Stage2;
noperspective in vec4 vcolor_Stage0;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in float vinCoverage_Stage0;
vec4 Morphology_Stage1_c0_c0(vec4 _input) {
vec4 _output;
_output = vec4(1.0, 1.0, 1.0, 1.0);
vec2 coord = vTransformedCoords_0_Stage0;
coord.y -= 8.0 * uPixelSize_Stage1_c0_c0;
for (int i = 0;i < 17; i++) {
_output = min(_output, texture(uTextureSampler_0_Stage1, coord));
coord.y += uPixelSize_Stage1_c0_c0;
}
_output *= _input;
return _output;
}
vec4 blend_src(vec4 src, vec4 dst) {
return src;
}
void main() {
vec4 outputCoverage_Stage0;
{
float alpha = 1.0;
alpha = vinCoverage_Stage0;
outputCoverage_Stage0 = vec4(alpha);
}
vec4 output_Stage1;
{
output_Stage1 = Morphology_Stage1_c0_c0(vec4(1.0));
}
{
if (all(lessThanEqual(outputCoverage_Stage0.xyz, vec3(0.0)))) {
discard;
}
vec2 _dstTexCoord = (gl_FragCoord.xy - uDstTextureUpperLeft_Stage2) * uDstTextureCoordScale_Stage2;
_dstTexCoord.y = 1.0 - _dstTexCoord.y;
vec4 _dstColor = texture(uDstTextureSampler_Stage2, _dstTexCoord);
sk_FragColor = blend_src(output_Stage1, _dstColor);
sk_FragColor = outputCoverage_Stage0 * sk_FragColor + (vec4(1.0) - outputCoverage_Stage0) * _dstColor;
}
}
[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);
}
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