blob: 1cb8137513b9a1bf5eee81e9ed353df3dc74fbb7 [file] [log] [blame]
#version 100
precision mediump float;
precision mediump sampler2D;
uniform mediump vec4 uleftBorderColor_Stage1_c0_c0;
uniform mediump vec4 urightBorderColor_Stage1_c0_c0;
uniform highp vec4 uscale01_Stage1_c0_c0_c1_c0;
uniform highp vec4 ubias01_Stage1_c0_c0_c1_c0;
uniform highp vec4 uscale23_Stage1_c0_c0_c1_c0;
uniform highp vec4 ubias23_Stage1_c0_c0_c1_c0;
uniform mediump float uthreshold_Stage1_c0_c0_c1_c0;
uniform sampler2D uTextureSampler_0_Stage0;
varying highp vec2 vTextureCoords_Stage0;
varying highp float vTexIndex_Stage0;
varying mediump vec4 vinColor_Stage0;
varying highp vec2 vTransformedCoords_0_Stage0;
mediump vec4 stage_Stage1_c0_c0_c0_c0(mediump vec4 _input) {
mediump vec4 _sample1099_c0_c0;
mediump float t = vTransformedCoords_0_Stage0.x + 9.999999747378752e-06;
_sample1099_c0_c0 = vec4(t, 1.0, 0.0, 0.0);
return _sample1099_c0_c0;
}
mediump vec4 stage_Stage1_c0_c0_c1_c0(mediump vec4 _input) {
mediump vec4 _sample1767_c0_c0;
mediump float t = _input.x;
highp vec4 scale, bias;
if (t < uthreshold_Stage1_c0_c0_c1_c0) {
scale = uscale01_Stage1_c0_c0_c1_c0;
bias = ubias01_Stage1_c0_c0_c1_c0;
} else {
scale = uscale23_Stage1_c0_c0_c1_c0;
bias = ubias23_Stage1_c0_c0_c1_c0;
}
_sample1767_c0_c0 = t * scale + bias;
return _sample1767_c0_c0;
}
mediump vec4 stage_Stage1_c0_c0(mediump vec4 _input) {
mediump vec4 _sample1992;
mediump vec4 _sample1099_c0_c0;
_sample1099_c0_c0 = stage_Stage1_c0_c0_c0_c0(vec4(1.0));
mediump vec4 t = _sample1099_c0_c0;
if (t.x < 0.0) {
_sample1992 = uleftBorderColor_Stage1_c0_c0;
} else if (t.x > 1.0) {
_sample1992 = urightBorderColor_Stage1_c0_c0;
} else {
mediump vec4 _sample1767_c0_c0;
_sample1767_c0_c0 = stage_Stage1_c0_c0_c1_c0(t);
_sample1992 = _sample1767_c0_c0;
}
return _sample1992;
}
void main() {
mediump vec4 outputCoverage_Stage0;
{
mediump vec4 texColor;
{
texColor = texture2D(uTextureSampler_0_Stage0, vTextureCoords_Stage0).wwww;
}
outputCoverage_Stage0 = texColor;
}
mediump vec4 output_Stage1;
{
mediump vec4 _sample1992;
_sample1992 = stage_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0));
output_Stage1 = _sample1992;
}
{
gl_FragColor = output_Stage1 * outputCoverage_Stage0;
}
}