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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 vec4 uCoordTransformMatrix_0_Stage0;
uniform vec4 ucircle_Stage2;
uniform sampler2D uTextureSampler_0_Stage1;
noperspective in vec4 vcolor_Stage0;
vec4 TextureEffect_Stage1_c0_c0(vec4 _input, vec2 _coords) {
_coords = _coords * uCoordTransformMatrix_0_Stage0.xz + uCoordTransformMatrix_0_Stage0.yw;
vec4 _output;
_output = texture(uTextureSampler_0_Stage1, _coords) * _input;
return _output;
}
void main() {
vec4 outputColor_Stage0;
{
outputColor_Stage0 = vcolor_Stage0;
}
vec4 output_Stage1;
{
output_Stage1 = TextureEffect_Stage1_c0_c0(vec4(1.0), gl_FragCoord.xy);
}
vec4 output_Stage2;
{
float d;
{
d = (length((ucircle_Stage2.xy - gl_FragCoord.xy) * ucircle_Stage2.w) - 1.0) * ucircle_Stage2.z;
}
{
output_Stage2 = output_Stage1 * clamp(d, 0.0, 1.0);
}
}
{
sk_FragColor = outputColor_Stage0 * output_Stage2;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
in vec2 position;
in vec4 color;
noperspective out vec4 vcolor_Stage0;
void main() {
vcolor_Stage0 = color;
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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