precision mediump float; | |
precision mediump sampler2D; | |
out mediump vec4 sk_FragColor; | |
uniform highp mat4 colorXform; | |
uniform sampler2D sampler; | |
void main() { | |
highp vec4 tmpColor; | |
sk_FragColor = (tmpColor = texture(sampler, vec2(1.0)) , colorXform != mat4(1.0) ? vec4(clamp((colorXform * vec4(tmpColor.xyz, 1.0)).xyz, 0.0, tmpColor.w), tmpColor.w) : tmpColor); | |
} |