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[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
flat in vec4 vcolor_Stage0;
noperspective in float vcoverage_Stage0;
void main() {
vec4 outputCoverage_Stage0;
{
float coverage = vcoverage_Stage0;
outputCoverage_Stage0 = vec4(coverage);
}
{
sk_FragColor = outputCoverage_Stage0;
sk_FragColor = sk_FragColor.wwww;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
in vec2 position;
in float coverage;
in vec4 color;
flat out vec4 vcolor_Stage0;
noperspective out float vcoverage_Stage0;
void main() {
vec2 position = position;
vcolor_Stage0 = color;
vcoverage_Stage0 = coverage;
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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