[require] GLSL >= 1.40 [fragment shader] #version 140 out vec4 sk_FragColor; uniform vec4 uniformColor_Stage1_c0_c0; uniform vec4 uscale0_1_Stage1_c0_c0_c0_c0_c0_c0_c1_c0; uniform vec4 uscale2_3_Stage1_c0_c0_c0_c0_c0_c0_c1_c0; uniform vec4 uscale4_5_Stage1_c0_c0_c0_c0_c0_c0_c1_c0; uniform vec4 uscale6_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0; uniform vec4 uscale8_9_Stage1_c0_c0_c0_c0_c0_c0_c1_c0; uniform vec4 uscale10_11_Stage1_c0_c0_c0_c0_c0_c0_c1_c0; uniform vec4 ubias0_1_Stage1_c0_c0_c0_c0_c0_c0_c1_c0; uniform vec4 ubias2_3_Stage1_c0_c0_c0_c0_c0_c0_c1_c0; uniform vec4 ubias4_5_Stage1_c0_c0_c0_c0_c0_c0_c1_c0; uniform vec4 ubias6_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0; uniform vec4 ubias8_9_Stage1_c0_c0_c0_c0_c0_c0_c1_c0; uniform vec4 ubias10_11_Stage1_c0_c0_c0_c0_c0_c0_c1_c0; uniform vec4 uthresholds1_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0; uniform vec4 uthresholds9_13_Stage1_c0_c0_c0_c0_c0_c0_c1_c0; uniform vec4 ucolor_Stage2; noperspective in vec4 vcolor_Stage0; noperspective in vec2 vTransformedCoords_0_Stage0; vec4 LinearGradientLayout_Stage1_c0_c0_c0_c0_c0_c0_c0_c0(vec4 _input) { vec4 _output; float t = vTransformedCoords_0_Stage0.x + 9.9999997473787516e-06; _output = vec4(t, 1.0, 0.0, 0.0); return _output; } vec4 UnrolledBinaryGradientColorizer_Stage1_c0_c0_c0_c0_c0_c0_c1_c0(vec4 _input) { vec4 _output; float t = _input.x; vec4 scale, bias; if (t < uthresholds1_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0.w) { if (t < uthresholds1_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0.y) { if (t < uthresholds1_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0.x) { scale = uscale0_1_Stage1_c0_c0_c0_c0_c0_c0_c1_c0; bias = ubias0_1_Stage1_c0_c0_c0_c0_c0_c0_c1_c0; } else { scale = uscale2_3_Stage1_c0_c0_c0_c0_c0_c0_c1_c0; bias = ubias2_3_Stage1_c0_c0_c0_c0_c0_c0_c1_c0; } } else { if (t < uthresholds1_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0.z) { scale = uscale4_5_Stage1_c0_c0_c0_c0_c0_c0_c1_c0; bias = ubias4_5_Stage1_c0_c0_c0_c0_c0_c0_c1_c0; } else { scale = uscale6_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0; bias = ubias6_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0; } } } else { { if (t < uthresholds9_13_Stage1_c0_c0_c0_c0_c0_c0_c1_c0.x) { scale = uscale8_9_Stage1_c0_c0_c0_c0_c0_c0_c1_c0; bias = ubias8_9_Stage1_c0_c0_c0_c0_c0_c0_c1_c0; } else { scale = uscale10_11_Stage1_c0_c0_c0_c0_c0_c0_c1_c0; bias = ubias10_11_Stage1_c0_c0_c0_c0_c0_c0_c1_c0; } } } _output = t * scale + bias; return _output; } vec4 TiledGradientEffect_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) { vec4 _output; vec4 t = LinearGradientLayout_Stage1_c0_c0_c0_c0_c0_c0_c0_c0(vec4(1.0)); { { float t_1 = t.x - 1.0; float tiled_t = (t_1 - 2.0 * floor(t_1 * 0.5)) - 1.0; t.x = abs(tiled_t); } _output = UnrolledBinaryGradientColorizer_Stage1_c0_c0_c0_c0_c0_c0_c1_c0(t); } return _output; } vec4 blend_src_in(vec4 src, vec4 dst) { return src * dst.w; } vec4 blend_dst_in(vec4 src, vec4 dst) { return blend_src_in(dst, src); } vec4 ComposeOne_Stage1_c0_c0_c0_c0(vec4 _input) { vec4 _output; _output = blend_dst_in(_input, TiledGradientEffect_Stage1_c0_c0_c0_c0_c0_c0(vec4(1.0))); return _output; } vec4 OverrideInputFragmentProcessor_Stage1_c0_c0(vec4 _input) { vec4 _output; vec4 constColor; { constColor = uniformColor_Stage1_c0_c0; } _output = ComposeOne_Stage1_c0_c0_c0_c0(constColor); return _output; } vec4 blend_src_over(vec4 src, vec4 dst) { return src + (1.0 - src.w) * dst; } vec4 blend_lighten(vec4 src, vec4 dst) { vec4 result = blend_src_over(src, dst); result.xyz = max(result.xyz, (1.0 - dst.w) * src.xyz + dst.xyz); return result; } void main() { vec4 outputColor_Stage0; { outputColor_Stage0 = vcolor_Stage0; } vec4 output_Stage1; { output_Stage1 = blend_lighten(OverrideInputFragmentProcessor_Stage1_c0_c0(vec4(1.0)), outputColor_Stage0); } vec4 output_Stage2; { { output_Stage2 = output_Stage1 * ucolor_Stage2; } } { sk_FragColor = output_Stage2; } } [vertex shader] #version 140 uniform vec4 sk_RTAdjust; uniform mat3 uViewM_Stage0; uniform mat3 uCoordTransformMatrix_0_Stage0; in vec2 position; in vec4 inColor; in vec2 inLocalCoord; noperspective out vec4 vcolor_Stage0; noperspective out vec2 vTransformedCoords_0_Stage0; void main() { vec4 color = inColor; color = color.zyxw; color = vec4(color.xyz * color.w, color.w); vcolor_Stage0 = color; vec2 pos2 = (uViewM_Stage0 * vec3(position, 1.0)).xy; vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inLocalCoord, 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); }