[require] GLSL >= 1.40 [fragment shader] #version 140 out vec4 sk_FragColor; uniform vec2 ubaseFrequency_Stage2_c0_c0; uniform float uz_Stage2_c0_c0; uniform sampler2D uTextureSampler_0_Stage1; uniform sampler2D uTextureSampler_0_Stage2; uniform sampler2D uTextureSampler_1_Stage2; noperspective in vec2 vTransformedCoords_0_Stage0; noperspective in vec2 vTransformedCoords_1_Stage0; vec3 fade_Stage2_c0_c0(vec3 t) { return ((t * t) * t) * (t * (t * 6.0 - 15.0) + 10.0); } float perm_Stage2_c0_c0(float x) { return texture(uTextureSampler_0_Stage2, vec2(fract(x / 256.0), 0.0)).x * 255.0; } float grad_Stage2_c0_c0(float x, vec3 p) { return dot(texture(uTextureSampler_1_Stage2, vec2(fract(x / 16.0), 0.0)).xyz * 255.0 - vec3(1.0), p); } float lerp_Stage2_c0_c0(float a, float b, float w) { return a + w * (b - a); } float noise_Stage2_c0_c0(vec3 p) { vec3 P = mod(floor(p), 256.0); p -= floor(p); vec3 f = fade_Stage2_c0_c0(p); float A = perm_Stage2_c0_c0(P.x) + P.y; float AA = perm_Stage2_c0_c0(A) + P.z; float AB = perm_Stage2_c0_c0(A + 1.0) + P.z; float B = perm_Stage2_c0_c0(P.x + 1.0) + P.y; float BA = perm_Stage2_c0_c0(B) + P.z; float BB = perm_Stage2_c0_c0(B + 1.0) + P.z; float result = lerp_Stage2_c0_c0(lerp_Stage2_c0_c0(lerp_Stage2_c0_c0(grad_Stage2_c0_c0(perm_Stage2_c0_c0(AA), p), grad_Stage2_c0_c0(perm_Stage2_c0_c0(BA), p + vec3(-1.0, 0.0, 0.0)), f.x), lerp_Stage2_c0_c0(grad_Stage2_c0_c0(perm_Stage2_c0_c0(AB), p + vec3(0.0, -1.0, 0.0)), grad_Stage2_c0_c0(perm_Stage2_c0_c0(BB), p + vec3(-1.0, -1.0, 0.0)), f.x), f.y), lerp_Stage2_c0_c0(lerp_Stage2_c0_c0(grad_Stage2_c0_c0(perm_Stage2_c0_c0(AA + 1.0), p + vec3(0.0, 0.0, -1.0)), grad_Stage2_c0_c0(perm_Stage2_c0_c0(BA + 1.0), p + vec3(-1.0, 0.0, -1.0)), f.x), lerp_Stage2_c0_c0(grad_Stage2_c0_c0(perm_Stage2_c0_c0(AB + 1.0), p + vec3(0.0, -1.0, -1.0)), grad_Stage2_c0_c0(perm_Stage2_c0_c0(BB + 1.0), p + vec3(-1.0, -1.0, -1.0)), f.x), f.y), f.z); return result; } float noiseOctaves_Stage2_c0_c0(vec3 p) { float result = 0.0; float ratio = 1.0; for (float i = 0.0;i < 9.0; i++) { result += noise_Stage2_c0_c0(p) / ratio; p *= 2.0; ratio *= 2.0; } return (result + 1.0) / 2.0; } vec4 ImprovedPerlinNoise_Stage2_c0_c0(vec4 _input) { vec4 _output; vec2 coords = vTransformedCoords_1_Stage0 * ubaseFrequency_Stage2_c0_c0; float r = noiseOctaves_Stage2_c0_c0(vec3(coords, uz_Stage2_c0_c0)); float g = noiseOctaves_Stage2_c0_c0(vec3(coords, uz_Stage2_c0_c0)); float b = noiseOctaves_Stage2_c0_c0(vec3(coords, uz_Stage2_c0_c0)); float a = noiseOctaves_Stage2_c0_c0(vec3(coords, uz_Stage2_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 blend_multiply(vec4 src, vec4 dst) { return vec4(((1.0 - src.w) * dst.xyz + (1.0 - dst.w) * src.xyz) + src.xyz * dst.xyz, 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; { output_Stage2 = blend_multiply(output_Stage1, ImprovedPerlinNoise_Stage2_c0_c0(vec4(1.0))); } { 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); }