blob: eb4b2f72989fa6c712ef7eaaac3f8c20cdc0b2c7 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
|
[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform vec4 ucolor_Stage1;
uniform vec4 ucolor_Stage2_c0_c0;
noperspective in vec4 vcolor_Stage0;
vec4 ConstColorProcessor_Stage2_c0_c0(vec4 _input) {
vec4 _output;
{
_output = ucolor_Stage2_c0_c0;
}
return _output;
}
vec4 blend_src_over(vec4 src, vec4 dst) {
return src + (1.0 - src.w) * dst;
}
vec4 blend_darken(vec4 src, vec4 dst) {
vec4 result = blend_src_over(src, dst);
result.xyz = min(result.xyz, (1.0 - dst.w) * src.xyz + dst.xyz);
return result;
}
void main() {
vec4 outputColor_Stage0;
{
outputColor_Stage0 = vcolor_Stage0;
}
vec4 output_Stage1;
{
{
output_Stage1 = outputColor_Stage0 * ucolor_Stage1;
}
}
vec4 output_Stage2;
{
output_Stage2 = blend_darken(ConstColorProcessor_Stage2_c0_c0(vec4(1.0)), output_Stage1);
}
{
sk_FragColor = output_Stage2;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
in vec2 position;
in vec4 inColor;
noperspective out vec4 vcolor_Stage0;
void main() {
vec4 color = inColor;
color = color.zyxw;
color = vec4(color.xyz * color.w, color.w);
vcolor_Stage0 = color;
vec2 pos2 = position;
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);
}
|