14 lines
		
	
	
		
			325 B
		
	
	
	
		
			GLSL
		
	
	
	
			
		
		
	
	
			14 lines
		
	
	
		
			325 B
		
	
	
	
		
			GLSL
		
	
	
	
| 
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| out vec4 sk_FragColor;
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| uniform vec2 ah;
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| uniform vec2 bh;
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| uniform vec2 af;
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| uniform vec2 bf;
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| void main() {
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|     sk_FragColor.x = ah.x * bh.y - ah.y * bh.x;
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|     sk_FragColor.y = af.x * bf.y - af.y * bf.x;
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|     sk_FragColor.z = 12.0;
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|     sk_FragColor.xyz = vec3(-8.0, -8.0, 12.0);
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|     sk_FragColor.yzw = vec3(9.0, -18.0, -9.0);
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| }
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