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[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
noperspective in vec4 vcolor_Stage0;
vec4 ConfigConversionEffect_Stage1_c0_c0(vec4 _input) {
vec4 _output;
_output = floor(_input * 255.0 + 0.5) / 255.0;
{
_output.xyz = floor((_output.xyz * _output.w) * 255.0 + 0.5) / 255.0;
}
return _output;
}
void main() {
vec4 output_Stage1;
{
output_Stage1 = ConfigConversionEffect_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);
}
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