#version 100 | |
precision mediump float; | |
uniform sampler2D uSampler0_Stage0; | |
uniform sampler2D uSampler0_Stage1; | |
uniform vec4 uTexDom_Stage1; | |
varying vec4 vColor; | |
varying vec2 vMatrixCoord_Stage0; | |
varying vec2 vMatrixCoord_Stage1; | |
void main() | |
{ | |
vec4 output_Stage0; | |
{ | |
// Stage 0: Texture | |
output_Stage0 = (vColor * texture2D(uSampler0_Stage0, vMatrixCoord_Stage0)); | |
} | |
vec4 output_Stage1; | |
{ | |
// Stage 1: TextureDomain | |
{ | |
bvec4 outside; | |
outside.xy = lessThan(vMatrixCoord_Stage1, uTexDom_Stage1.xy); | |
outside.zw = greaterThan(vMatrixCoord_Stage1, uTexDom_Stage1.zw); | |
output_Stage1 = any(outside) ? vec4(0.0, 0.0, 0.0, 0.0) : (output_Stage0 * texture2D(uSampler0_Stage1, vMatrixCoord_Stage1)); | |
} | |
} | |
gl_FragColor = output_Stage1; | |
} |