[require] GLSL >= 1.40 [fragment shader] #version 140 #extension GL_KHR_blend_equation_advanced : require out vec4 sk_FragColor; layout (blend_support_all_equations) out ; uniform vec4 uColor_Stage0; uniform vec2 ubaseFrequency_Stage1_c0_c0; uniform float uz_Stage1_c0_c0; uniform vec4 uscale0_1_Stage2_c1_c0_c1_c0; uniform vec4 uscale2_3_Stage2_c1_c0_c1_c0; uniform vec4 uscale4_5_Stage2_c1_c0_c1_c0; uniform vec4 uscale6_7_Stage2_c1_c0_c1_c0; uniform vec4 ubias0_1_Stage2_c1_c0_c1_c0; uniform vec4 ubias2_3_Stage2_c1_c0_c1_c0; uniform vec4 ubias4_5_Stage2_c1_c0_c1_c0; uniform vec4 ubias6_7_Stage2_c1_c0_c1_c0; uniform vec4 uthresholds1_7_Stage2_c1_c0_c1_c0; uniform vec4 uthresholds9_13_Stage2_c1_c0_c1_c0; uniform sampler2D uTextureSampler_0_Stage1; uniform sampler2D uTextureSampler_1_Stage1; noperspective in vec3 vDashParam_Stage0; noperspective in vec2 vCircleParams_Stage0; noperspective in vec2 vTransformedCoords_0_Stage0; noperspective in vec2 vTransformedCoords_1_Stage0; vec3 fade_Stage1_c0_c0(vec3 t) { return ((t * t) * t) * (t * (t * 6.0 - 15.0) + 10.0); } float perm_Stage1_c0_c0(float x) { return texture(uTextureSampler_0_Stage1, vec2(fract(x / 256.0), 0.0)).x * 255.0; } float grad_Stage1_c0_c0(float x, vec3 p) { return dot(texture(uTextureSampler_1_Stage1, vec2(fract(x / 16.0), 0.0)).xyz * 255.0 - vec3(1.0), p); } float lerp_Stage1_c0_c0(float a, float b, float w) { return a + w * (b - a); } float noise_Stage1_c0_c0(vec3 p) { vec3 P = mod(floor(p), 256.0); p -= floor(p); vec3 f = fade_Stage1_c0_c0(p); float A = perm_Stage1_c0_c0(P.x) + P.y; float AA = perm_Stage1_c0_c0(A) + P.z; float AB = perm_Stage1_c0_c0(A + 1.0) + P.z; float B = perm_Stage1_c0_c0(P.x + 1.0) + P.y; float BA = perm_Stage1_c0_c0(B) + P.z; float BB = perm_Stage1_c0_c0(B + 1.0) + P.z; float result = lerp_Stage1_c0_c0(lerp_Stage1_c0_c0(lerp_Stage1_c0_c0(grad_Stage1_c0_c0(perm_Stage1_c0_c0(AA), p), grad_Stage1_c0_c0(perm_Stage1_c0_c0(BA), p + vec3(-1.0, 0.0, 0.0)), f.x), lerp_Stage1_c0_c0(grad_Stage1_c0_c0(perm_Stage1_c0_c0(AB), p + vec3(0.0, -1.0, 0.0)), grad_Stage1_c0_c0(perm_Stage1_c0_c0(BB), p + vec3(-1.0, -1.0, 0.0)), f.x), f.y), lerp_Stage1_c0_c0(lerp_Stage1_c0_c0(grad_Stage1_c0_c0(perm_Stage1_c0_c0(AA + 1.0), p + vec3(0.0, 0.0, -1.0)), grad_Stage1_c0_c0(perm_Stage1_c0_c0(BA + 1.0), p + vec3(-1.0, 0.0, -1.0)), f.x), lerp_Stage1_c0_c0(grad_Stage1_c0_c0(perm_Stage1_c0_c0(AB + 1.0), p + vec3(0.0, -1.0, -1.0)), grad_Stage1_c0_c0(perm_Stage1_c0_c0(BB + 1.0), p + vec3(-1.0, -1.0, -1.0)), f.x), f.y), f.z); return result; } float noiseOctaves_Stage1_c0_c0(vec3 p) { float result = 0.0; float ratio = 1.0; for (float i = 0.0;i < 10.0; i++) { result += noise_Stage1_c0_c0(p) / ratio; p *= 2.0; ratio *= 2.0; } return (result + 1.0) / 2.0; } vec4 ImprovedPerlinNoise_Stage1_c0_c0(vec4 _input) { vec4 _output; vec2 coords = vTransformedCoords_0_Stage0 * ubaseFrequency_Stage1_c0_c0; float r = noiseOctaves_Stage1_c0_c0(vec3(coords, uz_Stage1_c0_c0)); float g = noiseOctaves_Stage1_c0_c0(vec3(coords, uz_Stage1_c0_c0)); float b = noiseOctaves_Stage1_c0_c0(vec3(coords, uz_Stage1_c0_c0)); float a = noiseOctaves_Stage1_c0_c0(vec3(coords, uz_Stage1_c0_c0)); _output = vec4(r, g, b, a); _output = clamp(_output, 0.0, 1.0); _output = vec4(_output.xyz * _output.www, _output.w); return _output; } vec4 RadialGradientLayout_Stage2_c1_c0_c0_c0(vec4 _input) { vec4 _output; float t = length(vTransformedCoords_1_Stage0); _output = vec4(t, 1.0, 0.0, 0.0); return _output; } vec4 UnrolledBinaryGradientColorizer_Stage2_c1_c0_c1_c0(vec4 _input) { vec4 _output; float t = _input.x; vec4 scale, bias; { if (t < uthresholds1_7_Stage2_c1_c0_c1_c0.y) { if (t < uthresholds1_7_Stage2_c1_c0_c1_c0.x) { scale = uscale0_1_Stage2_c1_c0_c1_c0; bias = ubias0_1_Stage2_c1_c0_c1_c0; } else { scale = uscale2_3_Stage2_c1_c0_c1_c0; bias = ubias2_3_Stage2_c1_c0_c1_c0; } } else { if (t < uthresholds1_7_Stage2_c1_c0_c1_c0.z) { scale = uscale4_5_Stage2_c1_c0_c1_c0; bias = ubias4_5_Stage2_c1_c0_c1_c0; } else { scale = uscale6_7_Stage2_c1_c0_c1_c0; bias = ubias6_7_Stage2_c1_c0_c1_c0; } } } _output = t * scale + bias; return _output; } vec4 TiledGradientEffect_Stage2_c1_c0(vec4 _input) { vec4 _output; vec4 t = RadialGradientLayout_Stage2_c1_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_Stage2_c1_c0_c1_c0(t); } { _output.xyz *= _output.w; } 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 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); } void main() { vec4 outputColor_Stage0; vec4 outputCoverage_Stage0; { outputColor_Stage0 = uColor_Stage0; float xShifted = vDashParam_Stage0.x - floor(vDashParam_Stage0.x / vDashParam_Stage0.z) * vDashParam_Stage0.z; vec2 fragPosShifted = vec2(xShifted, vDashParam_Stage0.y); vec2 center = vec2(vCircleParams_Stage0.y, 0.0); float dist = length(center - fragPosShifted); float diff = dist - vCircleParams_Stage0.x; diff = 1.0 - diff; float alpha = clamp(diff, 0.0, 1.0); outputCoverage_Stage0 = vec4(alpha); } vec4 output_Stage1; { output_Stage1 = blend_color(outputCoverage_Stage0, ImprovedPerlinNoise_Stage1_c0_c0(vec4(1.0))); } vec4 output_Stage2; { output_Stage2 = blend_dst_in(output_Stage1, TiledGradientEffect_Stage2_c1_c0(vec4(1.0))); } { sk_FragColor = output_Stage2 * outputColor_Stage0; } } [vertex shader] #version 140 uniform vec4 sk_RTAdjust; uniform mat3 uCoordTransformMatrix_0_Stage0; uniform mat3 uCoordTransformMatrix_1_Stage0; in vec2 inPosition; in vec3 inDashParams; in vec2 inCircleParams; noperspective out vec3 vDashParam_Stage0; noperspective out vec2 vCircleParams_Stage0; noperspective out vec2 vTransformedCoords_0_Stage0; noperspective out vec2 vTransformedCoords_1_Stage0; void main() { vDashParam_Stage0 = inDashParams; vCircleParams_Stage0 = inCircleParams; vec2 pos2 = inPosition; vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy; vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_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); }