[require] GLSL >= 1.40 [fragment shader] #version 140 out vec4 sk_FragColor; uniform vec2 ufocalParams_Stage2_c0_c0_c0_c0; uniform vec4 uscale01_Stage2_c0_c0_c1_c0; uniform vec4 ubias01_Stage2_c0_c0_c1_c0; uniform vec4 uscale23_Stage2_c0_c0_c1_c0; uniform vec4 ubias23_Stage2_c0_c0_c1_c0; uniform float uthreshold_Stage2_c0_c0_c1_c0; uniform sampler2D uTextureSampler_0_Stage1; noperspective in vec2 vTransformedCoords_0_Stage0; noperspective in vec2 vTransformedCoords_1_Stage0; vec4 TwoPointConicalGradientLayout_Stage2_c0_c0_c0_c0(vec4 _input) { vec4 _output; vec2 p = vTransformedCoords_1_Stage0; float t = -1.0; float v = 1.0; { { float x_t = -1.0; { x_t = dot(p, p) / p.x; } { if (x_t <= 0.0) { v = -1.0; } } { { t = x_t; } } { t = 1.0 - t; } } } _output = vec4(t, v, 0.0, 0.0); return _output; } vec4 DualIntervalGradientColorizer_Stage2_c0_c0_c1_c0(vec4 _input) { vec4 _output; float t = _input.x; vec4 scale, bias; if (t < uthreshold_Stage2_c0_c0_c1_c0) { scale = uscale01_Stage2_c0_c0_c1_c0; bias = ubias01_Stage2_c0_c0_c1_c0; } else { scale = uscale23_Stage2_c0_c0_c1_c0; bias = ubias23_Stage2_c0_c0_c1_c0; } _output = t * scale + bias; return _output; } vec4 TiledGradientEffect_Stage2_c0_c0(vec4 _input) { vec4 _output; vec4 t = TwoPointConicalGradientLayout_Stage2_c0_c0_c0_c0(vec4(1.0)); if (t.y < 0.0) { _output = vec4(0.0); } else { { t.x = fract(t.x); } _output = DualIntervalGradientColorizer_Stage2_c0_c0_c1_c0(t); } { _output.xyz *= _output.w; } 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); } void main() { vec4 output_Stage1; { output_Stage1 = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0); } vec4 output_Stage2; { output_Stage2 = blend_dst_in(output_Stage1, TiledGradientEffect_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); }