| #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).aaaa); | |
| } | |
| 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; | |
| } |