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[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 vec4 uleftBorderColor_Stage1_c0_c0;
uniform vec4 urightBorderColor_Stage1_c0_c0;
uniform vec2 ufocalParams_Stage1_c0_c0_c0_c0;
uniform vec4 ustart_Stage1_c0_c0_c1_c0;
uniform vec4 uend_Stage1_c0_c0_c1_c0;
in vec2 vTransformedCoords_0_Stage0;
in vec2 vTransformedCoords_1_Stage0;
flat in vec4 vcolor_Stage0;
in float vcoverage_Stage0;
flat in vec4 vgeomDomain_Stage0;
vec4 TwoPointConicalGradientLayout_Stage1_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
vec2 p = vTransformedCoords_0_Stage0;
float t = -1.0;
{
{
float invR1 = ufocalParams_Stage1_c0_c0_c0_c0.x;
float fx = ufocalParams_Stage1_c0_c0_c0_c0.y;
float x_t = -1.0;
{
x_t = length(p) - p.x * invR1;
}
{
{
t = x_t + fx;
}
}
}
}
_output = vec4(t, 1.0, 0.0, 0.0);
return _output;
}
vec4 SingleIntervalGradientColorizer_Stage1_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
float t = _input.x;
_output = (1.0 - t) * ustart_Stage1_c0_c0_c1_c0 + t * uend_Stage1_c0_c0_c1_c0;
return _output;
}
vec4 ClampedGradientEffect_Stage1_c0_c0(vec4 _input) {
vec4 _output;
vec4 t = TwoPointConicalGradientLayout_Stage1_c0_c0_c0_c0(vec4(1.0));
if (t.y < 0.0) {
_output = vec4(0.0);
} else if (t.x < 0.0) {
_output = uleftBorderColor_Stage1_c0_c0;
} else if (t.x > 1.0) {
_output = urightBorderColor_Stage1_c0_c0;
} else {
_output = SingleIntervalGradientColorizer_Stage1_c0_c0_c1_c0(t);
}
return _output;
}
void main() {
vec4 outputCoverage_Stage0;
{
float coverage = vcoverage_Stage0 * gl_FragCoord.w;
vec4 geoDomain;
geoDomain = vgeomDomain_Stage0;
if (coverage < 0.5) {
vec4 dists4 = clamp(vec4(1.0, 1.0, -1.0, -1.0) * (gl_FragCoord.xyxy - geoDomain), 0.0, 1.0);
vec2 dists2 = dists4.xy * dists4.zw;
coverage = min(coverage, dists2.x * dists2.y);
}
outputCoverage_Stage0 = vec4(coverage);
}
vec4 output_Stage1;
{
output_Stage1 = ClampedGradientEffect_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0));
}
vec4 output_Stage2;
{
output_Stage2 = output_Stage1;
float value;
{
uint x = uint(vTransformedCoords_1_Stage0.x);
uint y = uint(vTransformedCoords_1_Stage0.y);
uint m = (((((y & 1u) << 5u | (x & 1u) << 4u) | (y & 2u) << 2u) | (x & 2u) << 1u) | (y & 4u) >> 1u) | (x & 4u) >> 2u;
value = float(m) / 64.0 - 0.4921875;
}
output_Stage2 = vec4(clamp(output_Stage2.xyz + value * 0.0039215688593685627, 0.0, output_Stage2.w), output_Stage2.w);
}
{
sk_FragColor = output_Stage2 * outputCoverage_Stage0;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
in vec4 positionWithCoverage;
in vec4 color;
in vec2 localCoord;
in vec4 geomDomain;
out vec2 vTransformedCoords_0_Stage0;
out vec2 vTransformedCoords_1_Stage0;
flat out vec4 vcolor_Stage0;
out float vcoverage_Stage0;
flat out vec4 vgeomDomain_Stage0;
void main() {
vec3 position = positionWithCoverage.xyz;
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy;
vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(localCoord, 1.0)).xy;
vcolor_Stage0 = color;
vcoverage_Stage0 = positionWithCoverage.w * positionWithCoverage.z;
vgeomDomain_Stage0 = geomDomain;
gl_Position = vec4(position.x, position.y, 0.0, position.z);
gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}
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