[require] GLSL >= 1.40 [fragment shader] #version 140 #extension GL_ARB_fragment_coord_conventions : require layout(origin_upper_left) in vec4 gl_FragCoord; out vec4 sk_FragColor; uniform vec3 uedges_Stage1_c0_c0_c1_c0[7]; uniform vec2 uImageIncrement_Stage1_c1_c0_c0_c0; uniform float uSurfaceScale_Stage1_c1_c0_c0_c0; uniform vec3 uLightColor_Stage1_c1_c0_c0_c0; uniform float uKD_Stage1_c1_c0_c0_c0; uniform vec4 uTexDom_Stage1_c1_c0_c0_c0; uniform vec3 uDecalParams_Stage1_c1_c0_c0_c0; uniform vec3 uLightLocation_Stage1_c1_c0_c0_c0; uniform float uExponent_Stage1_c1_c0_c0_c0; uniform float uCosInnerConeAngle_Stage1_c1_c0_c0_c0; uniform float uCosOuterConeAngle_Stage1_c1_c0_c0_c0; uniform float uConeScale_Stage1_c1_c0_c0_c0; uniform vec3 uS_Stage1_c1_c0_c0_c0; uniform vec4 ucolor_Stage1_c1_c0_c1_c0; uniform sampler2D uTextureSampler_0_Stage1; uniform sampler2D uTextureSampler_1_Stage1; noperspective in vec2 vTransformedCoords_0_Stage0; vec4 ColorTableEffect_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) { vec4 _output; float nonZeroAlpha = max(_input.w, 9.9999997473787516e-05); vec4 coord = vec4(_input.xyz / nonZeroAlpha, nonZeroAlpha); coord = coord * 0.9960939884185791 + vec4(0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579); _output.w = texture(uTextureSampler_0_Stage1, vec2(coord.w, 0.125)).w; _output.x = texture(uTextureSampler_0_Stage1, vec2(coord.x, 0.375)).w; _output.y = texture(uTextureSampler_0_Stage1, vec2(coord.y, 0.625)).w; _output.z = texture(uTextureSampler_0_Stage1, vec2(coord.z, 0.875)).w; _output.xyz *= _output.w; return _output; } vec4 ClampFragmentProcessor_Stage1_c0_c0_c0_c0_c1_c0(vec4 _input) { vec4 _output; { float alpha = clamp(_input.w, 0.0, 1.0); _output = vec4(clamp(_input.xyz, 0.0, alpha), alpha); } return _output; } float _guarded_divide(float n, float d) { return n / d; } float _color_burn_component(float sc, float sa, float dc, float da) { if (da == dc) { return (sa * da + sc * (1.0 - da)) + dc * (1.0 - sa); } else if (sc == 0.0) { return dc * (1.0 - sa); } float d = max(0.0, da - _guarded_divide((da - dc) * sa, sc)); return (d * sa + sc * (1.0 - da)) + dc * (1.0 - sa); } vec4 blend_color_burn(vec4 src, vec4 dst) { return vec4(_color_burn_component(src.x, src.w, dst.x, dst.w), _color_burn_component(src.y, src.w, dst.y, dst.w), _color_burn_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w); } vec4 ComposeTwo_Stage1_c0_c0_c0_c0(vec4 _input) { vec4 _output; vec4 inputColor = vec4(_input.xyz, 1.0); _output = blend_color_burn(ColorTableEffect_Stage1_c0_c0_c0_c0_c0_c0(inputColor), ClampFragmentProcessor_Stage1_c0_c0_c0_c0_c1_c0(inputColor)); _output *= _input.w; return _output; } vec4 ConvexPoly_Stage1_c0_c0_c1_c0(vec4 _input) { vec4 _output; float alpha = 1.0; float edge; edge = dot(uedges_Stage1_c0_c0_c1_c0[0], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); edge = edge >= 0.5 ? 1.0 : 0.0; alpha *= edge; edge = dot(uedges_Stage1_c0_c0_c1_c0[1], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); edge = edge >= 0.5 ? 1.0 : 0.0; alpha *= edge; edge = dot(uedges_Stage1_c0_c0_c1_c0[2], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); edge = edge >= 0.5 ? 1.0 : 0.0; alpha *= edge; edge = dot(uedges_Stage1_c0_c0_c1_c0[3], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); edge = edge >= 0.5 ? 1.0 : 0.0; alpha *= edge; edge = dot(uedges_Stage1_c0_c0_c1_c0[4], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); edge = edge >= 0.5 ? 1.0 : 0.0; alpha *= edge; edge = dot(uedges_Stage1_c0_c0_c1_c0[5], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); edge = edge >= 0.5 ? 1.0 : 0.0; alpha *= edge; edge = dot(uedges_Stage1_c0_c0_c1_c0[6], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); edge = edge >= 0.5 ? 1.0 : 0.0; alpha *= edge; _output = _input * alpha; return _output; } float _blend_color_saturation(vec3 color) { return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z); } vec3 _blend_set_color_saturation_helper(vec3 minMidMax, float sat) { if (minMidMax.x < minMidMax.z) { return vec3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat); } return vec3(0.0); } vec3 _blend_set_color_saturation(vec3 hueLumColor, vec3 satColor) { float sat = _blend_color_saturation(satColor); if (hueLumColor.x <= hueLumColor.y) { if (hueLumColor.y <= hueLumColor.z) { hueLumColor.xyz = _blend_set_color_saturation_helper(hueLumColor, sat); } else if (hueLumColor.x <= hueLumColor.z) { hueLumColor.xzy = _blend_set_color_saturation_helper(hueLumColor.xzy, sat); } else { hueLumColor.zxy = _blend_set_color_saturation_helper(hueLumColor.zxy, sat); } } else if (hueLumColor.x <= hueLumColor.z) { hueLumColor.yxz = _blend_set_color_saturation_helper(hueLumColor.yxz, sat); } else if (hueLumColor.y <= hueLumColor.z) { hueLumColor.yzx = _blend_set_color_saturation_helper(hueLumColor.yzx, sat); } else { hueLumColor.zyx = _blend_set_color_saturation_helper(hueLumColor.zyx, sat); } return hueLumColor; } 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_saturation(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(_blend_set_color_saturation(dsa, sda), alpha, dsa) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha); } vec4 ComposeTwo_Stage1_c0_c0(vec4 _input) { vec4 _output; vec4 inputColor = vec4(_input.xyz, 1.0); _output = blend_saturation(ComposeTwo_Stage1_c0_c0_c0_c0(inputColor), ConvexPoly_Stage1_c0_c0_c1_c0(inputColor)); _output *= _input.w; return _output; } vec4 light_Stage1_c1_c0_c0_c0(vec3 normal, vec3 surfaceToLight, vec3 lightColor) { float colorScale = uKD_Stage1_c1_c0_c0_c0 * dot(normal, surfaceToLight); return vec4(lightColor * clamp(colorScale, 0.0, 1.0), 1.0); } float sobel_Stage1_c1_c0_c0_c0(float a, float b, float c, float d, float e, float f, float scale) { return (((((-a + b) - 2.0 * c) + 2.0 * d) - e) + f) * scale; } vec3 pointToNormal_Stage1_c1_c0_c0_c0(float x, float y, float scale) { return normalize(vec3(-x * scale, -y * scale, 1.0)); } vec3 normal_Stage1_c1_c0_c0_c0(float m[9], float surfaceScale) { return pointToNormal_Stage1_c1_c0_c0_c0(sobel_Stage1_c1_c0_c0_c0(m[1], m[2], m[4], m[5], 0.0, 0.0, 0.66666698455810547), sobel_Stage1_c1_c0_c0_c0(0.0, 0.0, m[1], m[4], m[2], m[5], 0.66666698455810547), surfaceScale); } vec3 lightColor_Stage1_c1_c0_c0_c0(vec3 surfaceToLight) { float cosAngle = -dot(surfaceToLight, uS_Stage1_c1_c0_c0_c0); if (cosAngle < uCosOuterConeAngle_Stage1_c1_c0_c0_c0) { return vec3(0.0); } float scale = pow(cosAngle, uExponent_Stage1_c1_c0_c0_c0); if (cosAngle < uCosInnerConeAngle_Stage1_c1_c0_c0_c0) { return ((uLightColor_Stage1_c1_c0_c0_c0 * scale) * (cosAngle - uCosOuterConeAngle_Stage1_c1_c0_c0_c0)) * uConeScale_Stage1_c1_c0_c0_c0; } return uLightColor_Stage1_c1_c0_c0_c0; } vec4 DiffuseLighting_Stage1_c1_c0_c0_c0(vec4 _input) { vec4 _output; vec2 coord = vTransformedCoords_0_Stage0; float m[9]; vec4 temp0; { vec2 origCoord = coord + vec2(-1.0, 1.0) * uImageIncrement_Stage1_c1_c0_c0_c0; vec2 clampedCoord; clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c0_c0.zw); vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord); float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0.y); if (err > uDecalParams_Stage1_c1_c0_c0_c0.z) { err = 1.0; } else if (uDecalParams_Stage1_c1_c0_c0_c0.z < 1.0) { err = 0.0; } temp0 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); } m[0] = temp0.w; vec4 temp1; { vec2 origCoord = coord + vec2(0.0, 1.0) * uImageIncrement_Stage1_c1_c0_c0_c0; vec2 clampedCoord; clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c0_c0.zw); vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord); float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0.y); if (err > uDecalParams_Stage1_c1_c0_c0_c0.z) { err = 1.0; } else if (uDecalParams_Stage1_c1_c0_c0_c0.z < 1.0) { err = 0.0; } temp1 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); } m[1] = temp1.w; vec4 temp2; { vec2 origCoord = coord + uImageIncrement_Stage1_c1_c0_c0_c0; vec2 clampedCoord; clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c0_c0.zw); vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord); float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0.y); if (err > uDecalParams_Stage1_c1_c0_c0_c0.z) { err = 1.0; } else if (uDecalParams_Stage1_c1_c0_c0_c0.z < 1.0) { err = 0.0; } temp2 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); } m[2] = temp2.w; vec4 temp3; { vec2 origCoord = coord + vec2(-1.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0; vec2 clampedCoord; clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c0_c0.zw); vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord); float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0.y); if (err > uDecalParams_Stage1_c1_c0_c0_c0.z) { err = 1.0; } else if (uDecalParams_Stage1_c1_c0_c0_c0.z < 1.0) { err = 0.0; } temp3 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); } m[3] = temp3.w; vec4 temp4; { vec2 origCoord = coord; vec2 clampedCoord; clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c0_c0.zw); vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord); float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0.y); if (err > uDecalParams_Stage1_c1_c0_c0_c0.z) { err = 1.0; } else if (uDecalParams_Stage1_c1_c0_c0_c0.z < 1.0) { err = 0.0; } temp4 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); } m[4] = temp4.w; vec4 temp5; { vec2 origCoord = coord + vec2(1.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0; vec2 clampedCoord; clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c0_c0.zw); vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord); float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0.y); if (err > uDecalParams_Stage1_c1_c0_c0_c0.z) { err = 1.0; } else if (uDecalParams_Stage1_c1_c0_c0_c0.z < 1.0) { err = 0.0; } temp5 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); } m[5] = temp5.w; vec4 temp6; { vec2 origCoord = coord + vec2(-1.0, -1.0) * uImageIncrement_Stage1_c1_c0_c0_c0; vec2 clampedCoord; clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c0_c0.zw); vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord); float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0.y); if (err > uDecalParams_Stage1_c1_c0_c0_c0.z) { err = 1.0; } else if (uDecalParams_Stage1_c1_c0_c0_c0.z < 1.0) { err = 0.0; } temp6 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); } m[6] = temp6.w; vec4 temp7; { vec2 origCoord = coord + vec2(0.0, -1.0) * uImageIncrement_Stage1_c1_c0_c0_c0; vec2 clampedCoord; clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c0_c0.zw); vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord); float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0.y); if (err > uDecalParams_Stage1_c1_c0_c0_c0.z) { err = 1.0; } else if (uDecalParams_Stage1_c1_c0_c0_c0.z < 1.0) { err = 0.0; } temp7 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); } m[7] = temp7.w; vec4 temp8; { vec2 origCoord = coord + vec2(1.0, -1.0) * uImageIncrement_Stage1_c1_c0_c0_c0; vec2 clampedCoord; clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c0_c0.zw); vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord); float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0.y); if (err > uDecalParams_Stage1_c1_c0_c0_c0.z) { err = 1.0; } else if (uDecalParams_Stage1_c1_c0_c0_c0.z < 1.0) { err = 0.0; } temp8 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); } m[8] = temp8.w; vec3 surfaceToLight = normalize(uLightLocation_Stage1_c1_c0_c0_c0 - vec3(gl_FragCoord.xy, uSurfaceScale_Stage1_c1_c0_c0_c0 * m[4])); _output = light_Stage1_c1_c0_c0_c0(normal_Stage1_c1_c0_c0_c0(m, uSurfaceScale_Stage1_c1_c0_c0_c0), surfaceToLight, lightColor_Stage1_c1_c0_c0_c0(surfaceToLight)); _output *= _input; return _output; } vec4 ConstColorProcessor_Stage1_c1_c0_c1_c0(vec4 _input) { vec4 _output; { _output = ucolor_Stage1_c1_c0_c1_c0; } return _output; } vec4 blend_src_over(vec4 src, vec4 dst) { return src + (1.0 - src.w) * dst; } vec4 blend_darken(vec4 src, vec4 dst) { vec4 result = blend_src_over(src, dst); result.xyz = min(result.xyz, (1.0 - dst.w) * src.xyz + dst.xyz); return result; } vec4 ComposeTwo_Stage1_c1_c0(vec4 _input) { vec4 _output; vec4 inputColor = vec4(_input.xyz, 1.0); _output = blend_darken(DiffuseLighting_Stage1_c1_c0_c0_c0(inputColor), ConstColorProcessor_Stage1_c1_c0_c1_c0(inputColor)); _output *= _input.w; return _output; } vec4 blend_xor(vec4 src, vec4 dst) { return (1.0 - dst.w) * src + (1.0 - src.w) * dst; } void main() { vec4 output_Stage1; { vec4 inputColor = vec4(vec4(1.0).xyz, 1.0); output_Stage1 = blend_xor(ComposeTwo_Stage1_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0(inputColor)); } { sk_FragColor = output_Stage1; } } [vertex shader] #version 140 uniform vec4 sk_RTAdjust; uniform mat3 uCoordTransformMatrix_0_Stage0; in vec2 position; in vec2 localCoord; noperspective out vec2 vTransformedCoords_0_Stage0; void main() { vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_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); }