[require] GLSL >= 1.40 GL_KHR_blend_equation_advanced [fragment shader] #version 140 #extension GL_KHR_blend_equation_advanced : require #extension GL_ARB_fragment_coord_conventions : require layout(origin_upper_left) in vec4 gl_FragCoord; out vec4 sk_FragColor; layout (blend_support_all_equations) out ; uniform mat4 um_Stage1_c0_c0_c0_c0; uniform vec4 uv_Stage1_c0_c0_c0_c0; uniform vec2 uImageIncrement_Stage1_c0_c0_c1_c0_c0_c0; uniform vec2 uBounds_Stage1_c0_c0_c1_c0_c0_c0; uniform vec4 uKernel_Stage1_c0_c0_c1_c0_c0_c0[1]; uniform vec2 uScale_Stage1_c0_c0_c1_c0_c1_c0; uniform vec4 uTexDom_Stage1_c0_c0_c1_c0_c1_c0; uniform vec3 uDecalParams_Stage1_c0_c0_c1_c0_c1_c0; uniform vec4 urectUniform_Stage1_c1_c0; uniform sampler2D uTextureSampler_0_Stage1; uniform sampler2D uTextureSampler_1_Stage1; uniform sampler2D uTextureSampler_2_Stage1; noperspective in vec2 vEllipseOffsets0_Stage0; noperspective in vec2 vEllipseOffsets1_Stage0; noperspective in vec4 vinColor_Stage0; noperspective in vec2 vTransformedCoords_0_Stage0; noperspective in vec2 vTransformedCoords_1_Stage0; noperspective in vec2 vTransformedCoords_2_Stage0; vec4 ColorMatrixFragmentProcessor_Stage1_c0_c0_c0_c0(vec4 _input) { vec4 _output; vec4 inputColor = _input; { float nonZeroAlpha = max(inputColor.w, 9.9999997473787516e-05); inputColor = vec4(inputColor.xyz / nonZeroAlpha, inputColor.w); } _output = um_Stage1_c0_c0_c0_c0 * inputColor + uv_Stage1_c0_c0_c0_c0; { _output.w = clamp(_output.w, 0.0, 1.0); } { _output.xyz *= _output.w; } return _output; } vec4 GaussianConvolution_Stage1_c0_c0_c1_c0_c0_c0(vec4 _input) { vec4 _output; _output = vec4(0.0, 0.0, 0.0, 0.0); vec2 coord = vTransformedCoords_0_Stage0 - uImageIncrement_Stage1_c0_c0_c1_c0_c0_c0; vec2 coordSampled = vec2(0.0, 0.0); coordSampled = coord; coordSampled.x = mod(coord.x - uBounds_Stage1_c0_c0_c1_c0_c0_c0.x, uBounds_Stage1_c0_c0_c1_c0_c0_c0.y - uBounds_Stage1_c0_c0_c1_c0_c0_c0.x) + uBounds_Stage1_c0_c0_c1_c0_c0_c0.x; _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c1_c0_c0_c0[0].x; coord += uImageIncrement_Stage1_c0_c0_c1_c0_c0_c0; coordSampled = coord; coordSampled.x = mod(coord.x - uBounds_Stage1_c0_c0_c1_c0_c0_c0.x, uBounds_Stage1_c0_c0_c1_c0_c0_c0.y - uBounds_Stage1_c0_c0_c1_c0_c0_c0.x) + uBounds_Stage1_c0_c0_c1_c0_c0_c0.x; _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c1_c0_c0_c0[0].y; coord += uImageIncrement_Stage1_c0_c0_c1_c0_c0_c0; coordSampled = coord; coordSampled.x = mod(coord.x - uBounds_Stage1_c0_c0_c1_c0_c0_c0.x, uBounds_Stage1_c0_c0_c1_c0_c0_c0.y - uBounds_Stage1_c0_c0_c1_c0_c0_c0.x) + uBounds_Stage1_c0_c0_c1_c0_c0_c0.x; _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c1_c0_c0_c0[0].z; coord += uImageIncrement_Stage1_c0_c0_c1_c0_c0_c0; _output *= _input; return _output; } vec4 DisplacementMap_Stage1_c0_c0_c1_c0_c1_c0(vec4 _input) { vec4 _output; vec4 dColor = texture(uTextureSampler_1_Stage1, vTransformedCoords_1_Stage0); dColor.xyz = dColor.w < 9.9999999747524271e-07 ? vec3(0.0) : clamp(dColor.xyz / dColor.w, 0.0, 1.0); vec2 cCoords = vTransformedCoords_2_Stage0 + uScale_Stage1_c0_c0_c1_c0_c1_c0 * (dColor.zw - vec2(0.5)); { vec2 origCoord = cCoords; vec2 clampedCoord; clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c1_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c1_c0_c1_c0.zw); vec4 textureColor = texture(uTextureSampler_2_Stage1, clampedCoord); float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c1_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c1_c0_c1_c0.y); if (err > uDecalParams_Stage1_c0_c0_c1_c0_c1_c0.z) { err = 1.0; } else if (uDecalParams_Stage1_c0_c0_c1_c0_c1_c0.z < 1.0) { err = 0.0; } _output = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); } return _output; } float _blend_color_luminance(vec3 color) { return dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), color); } vec3 _blend_set_color_luminance(vec3 hueSatColor, float alpha, vec3 lumColor) { float lum = _blend_color_luminance(lumColor); vec3 result = (lum - _blend_color_luminance(hueSatColor)) + hueSatColor; float minComp = min(min(result.x, result.y), result.z); float maxComp = max(max(result.x, result.y), result.z); if (minComp < 0.0 && lum != minComp) { result = lum + ((result - lum) * lum) / (lum - minComp); } if (maxComp > alpha && maxComp != lum) { return lum + ((result - lum) * (alpha - lum)) / (maxComp - lum); } return result; } vec4 blend_color(vec4 src, vec4 dst) { float alpha = dst.w * src.w; vec3 sda = src.xyz * dst.w; vec3 dsa = dst.xyz * src.w; return vec4((((_blend_set_color_luminance(sda, alpha, dsa) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha); } vec4 ComposeTwo_Stage1_c0_c0_c1_c0(vec4 _input) { vec4 _output; vec4 inputColor = vec4(_input.xyz, 1.0); _output = blend_color(GaussianConvolution_Stage1_c0_c0_c1_c0_c0_c0(inputColor), DisplacementMap_Stage1_c0_c0_c1_c0_c1_c0(inputColor)); _output *= _input.w; return _output; } float _blend_overlay_component(float sc, float sa, float dc, float da) { if (2.0 * dc <= da) { return (2.0 * sc) * dc; } return sa * da - (2.0 * (da - dc)) * (sa - sc); } vec4 blend_overlay(vec4 src, vec4 dst) { vec4 result = vec4(_blend_overlay_component(src.x, src.w, dst.x, dst.w), _blend_overlay_component(src.y, src.w, dst.y, dst.w), _blend_overlay_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w); result.xyz += dst.xyz * (1.0 - src.w) + src.xyz * (1.0 - dst.w); return result; } vec4 ComposeTwo_Stage1_c0_c0(vec4 _input) { vec4 _output; vec4 inputColor = vec4(_input.xyz, 1.0); _output = blend_overlay(ColorMatrixFragmentProcessor_Stage1_c0_c0_c0_c0(inputColor), ComposeTwo_Stage1_c0_c0_c1_c0(inputColor)); _output *= _input.w; return _output; } vec4 AARectEffect_Stage1_c1_c0(vec4 _input) { vec4 _output; float alpha; { alpha = float(all(greaterThan(vec4(gl_FragCoord.xy, urectUniform_Stage1_c1_c0.zw), vec4(urectUniform_Stage1_c1_c0.xy, gl_FragCoord.xy))) ? 1 : 0); } _output = _input * alpha; return _output; } float _guarded_divide(float n, float d) { return n / d; } float _color_dodge_component(float sc, float sa, float dc, float da) { if (dc == 0.0) { return sc * (1.0 - da); } else { float d = sa - sc; if (d == 0.0) { return (sa * da + sc * (1.0 - da)) + dc * (1.0 - sa); } d = min(da, _guarded_divide(dc * sa, d)); return (d * sa + sc * (1.0 - da)) + dc * (1.0 - sa); } } vec4 blend_color_dodge(vec4 src, vec4 dst) { return vec4(_color_dodge_component(src.x, src.w, dst.x, dst.w), _color_dodge_component(src.y, src.w, dst.y, dst.w), _color_dodge_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w); } void main() { vec4 outputColor_Stage0; vec4 outputCoverage_Stage0; { outputColor_Stage0 = vinColor_Stage0; vec2 scaledOffset = vEllipseOffsets0_Stage0; float test = dot(scaledOffset, scaledOffset) - 1.0; vec2 duvdx = dFdx(vEllipseOffsets0_Stage0); vec2 duvdy = -dFdy(vEllipseOffsets0_Stage0); vec2 grad = vec2(vEllipseOffsets0_Stage0.x * duvdx.x + vEllipseOffsets0_Stage0.y * duvdx.y, vEllipseOffsets0_Stage0.x * duvdy.x + vEllipseOffsets0_Stage0.y * duvdy.y); float grad_dot = 4.0 * dot(grad, grad); grad_dot = max(grad_dot, 1.1754999560161448e-38); float invlen = inversesqrt(grad_dot); float edgeAlpha = clamp(0.5 - test * invlen, 0.0, 1.0); outputCoverage_Stage0 = vec4(edgeAlpha); } vec4 output_Stage1; { vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0); output_Stage1 = blend_color_dodge(ComposeTwo_Stage1_c0_c0(inputColor), AARectEffect_Stage1_c1_c0(inputColor)); output_Stage1 *= outputColor_Stage0.w; } { sk_FragColor = outputCoverage_Stage0 * output_Stage1; } } [vertex shader] #version 140 uniform vec4 sk_RTAdjust; uniform mat3 uViewM_Stage0; uniform mat3 uCoordTransformMatrix_0_Stage0; uniform mat3 uCoordTransformMatrix_1_Stage0; uniform mat3 uCoordTransformMatrix_2_Stage0; in vec2 inPosition; in vec4 inColor; in vec2 inEllipseOffsets0; in vec2 inEllipseOffsets1; noperspective out vec2 vEllipseOffsets0_Stage0; noperspective out vec2 vEllipseOffsets1_Stage0; noperspective out vec4 vinColor_Stage0; noperspective out vec2 vTransformedCoords_0_Stage0; noperspective out vec2 vTransformedCoords_1_Stage0; noperspective out vec2 vTransformedCoords_2_Stage0; void main() { vEllipseOffsets0_Stage0 = inEllipseOffsets0; vEllipseOffsets1_Stage0 = inEllipseOffsets1; vinColor_Stage0 = inColor; vec2 pos2 = (uViewM_Stage0 * vec3(inPosition, 1.0)).xy; vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy; vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(inPosition, 1.0)).xy; vTransformedCoords_2_Stage0 = (uCoordTransformMatrix_2_Stage0 * vec3(inPosition, 1.0)).xy; gl_Position = vec4(pos2.x, pos2.y, 0.0, 1.0); gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); }