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[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_Stage0;
flat in vec4 vcolor_Stage0;
noperspective in vec2 vlocalCoord_Stage0;
void main() {
vec4 outputColor_Stage0;
{
outputColor_Stage0 = vcolor_Stage0;
vec2 texCoord;
texCoord = vlocalCoord_Stage0;
outputColor_Stage0 = texture(uTextureSampler_0_Stage0, texCoord) * outputColor_Stage0;
}
{
sk_FragColor = outputColor_Stage0;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
in vec2 position;
in vec4 color;
in vec2 localCoord;
flat out vec4 vcolor_Stage0;
noperspective out vec2 vlocalCoord_Stage0;
void main() {
vcolor_Stage0 = color;
vlocalCoord_Stage0 = localCoord;
gl_Position = vec4(position.x, position.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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