[require] GLSL >= 1.40 [fragment shader] #version 140 out vec4 sk_FragColor; uniform vec2 uImageIncrement_Stage2_c0_c0; uniform vec4 uKernel_Stage2_c0_c0[2]; uniform sampler2D uTextureSampler_0_Stage1; uniform sampler2D uTextureSampler_0_Stage2; noperspective in vec2 vTransformedCoords_0_Stage0; noperspective in vec2 vTransformedCoords_1_Stage0; vec4 GaussianConvolution_Stage2_c0_c0(vec4 _input) { vec4 _output; _output = vec4(0.0, 0.0, 0.0, 0.0); vec2 coord = vTransformedCoords_1_Stage0 - 3.0 * uImageIncrement_Stage2_c0_c0; vec2 coordSampled = vec2(0.0, 0.0); coordSampled = coord; _output += texture(uTextureSampler_0_Stage2, coordSampled) * uKernel_Stage2_c0_c0[0].x; coord += uImageIncrement_Stage2_c0_c0; coordSampled = coord; _output += texture(uTextureSampler_0_Stage2, coordSampled) * uKernel_Stage2_c0_c0[0].y; coord += uImageIncrement_Stage2_c0_c0; coordSampled = coord; _output += texture(uTextureSampler_0_Stage2, coordSampled) * uKernel_Stage2_c0_c0[0].z; coord += uImageIncrement_Stage2_c0_c0; coordSampled = coord; _output += texture(uTextureSampler_0_Stage2, coordSampled) * uKernel_Stage2_c0_c0[0].w; coord += uImageIncrement_Stage2_c0_c0; coordSampled = coord; _output += texture(uTextureSampler_0_Stage2, coordSampled) * uKernel_Stage2_c0_c0[1].x; coord += uImageIncrement_Stage2_c0_c0; coordSampled = coord; _output += texture(uTextureSampler_0_Stage2, coordSampled) * uKernel_Stage2_c0_c0[1].y; coord += uImageIncrement_Stage2_c0_c0; coordSampled = coord; _output += texture(uTextureSampler_0_Stage2, coordSampled) * uKernel_Stage2_c0_c0[1].z; coord += uImageIncrement_Stage2_c0_c0; _output *= _input; return _output; } vec4 ClampFragmentProcessor_Stage2_c1_c0(vec4 _input) { vec4 _output; { _output = clamp(_input, 0.0, 1.0); } return _output; } float _guarded_divide(float n, float d) { return n / d; } float _soft_light_component(float sc, float sa, float dc, float da) { if (2.0 * sc <= sa) { return (_guarded_divide((dc * dc) * (sa - 2.0 * sc), da) + (1.0 - da) * sc) + dc * ((-sa + 2.0 * sc) + 1.0); } else if (4.0 * dc <= da) { float DSqd = dc * dc; float DCub = DSqd * dc; float DaSqd = da * da; float DaCub = DaSqd * da; return _guarded_divide(((DaSqd * (sc - dc * ((3.0 * sa - 6.0 * sc) - 1.0)) + ((12.0 * da) * DSqd) * (sa - 2.0 * sc)) - (16.0 * DCub) * (sa - 2.0 * sc)) - DaCub * sc, DaSqd); } return ((dc * ((sa - 2.0 * sc) + 1.0) + sc) - sqrt(da * dc) * (sa - 2.0 * sc)) - da * sc; } vec4 blend_soft_light(vec4 src, vec4 dst) { if (dst.w == 0.0) { return src; } return vec4(_soft_light_component(src.x, src.w, dst.x, dst.w), _soft_light_component(src.y, src.w, dst.y, dst.w), _soft_light_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w); } void main() { vec4 output_Stage1; { output_Stage1 = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0); } vec4 output_Stage2; { vec4 inputColor = vec4(output_Stage1.xyz, 1.0); output_Stage2 = blend_soft_light(GaussianConvolution_Stage2_c0_c0(inputColor), ClampFragmentProcessor_Stage2_c1_c0(inputColor)); output_Stage2 *= output_Stage1.w; } { sk_FragColor = output_Stage2; } } [vertex shader] #version 140 uniform vec4 sk_RTAdjust; uniform mat3 uCoordTransformMatrix_0_Stage0; uniform mat3 uCoordTransformMatrix_1_Stage0; in vec2 position; in vec2 localCoord; noperspective out vec2 vTransformedCoords_0_Stage0; noperspective out vec2 vTransformedCoords_1_Stage0; void main() { vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy; vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(localCoord, 1.0)).xy; gl_Position = vec4(position.x, position.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); }