1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
|
[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform vec4 uleftBorderColor_Stage1_c0_c0;
uniform vec4 urightBorderColor_Stage1_c0_c0;
uniform vec4 uscale01_Stage1_c0_c0_c1_c0;
uniform vec4 ubias01_Stage1_c0_c0_c1_c0;
uniform vec4 uscale23_Stage1_c0_c0_c1_c0;
uniform vec4 ubias23_Stage1_c0_c0_c1_c0;
uniform float uthreshold_Stage1_c0_c0_c1_c0;
uniform vec4 ucolor_Stage2;
noperspective in vec2 vTransformedCoords_0_Stage0;
flat in vec4 vcolor_Stage0;
vec4 LinearGradientLayout_Stage1_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
float t = vTransformedCoords_0_Stage0.x + 9.9999997473787516e-06;
_output = vec4(t, 1.0, 0.0, 0.0);
return _output;
}
vec4 DualIntervalGradientColorizer_Stage1_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
float t = _input.x;
vec4 scale, bias;
if (t < uthreshold_Stage1_c0_c0_c1_c0) {
scale = uscale01_Stage1_c0_c0_c1_c0;
bias = ubias01_Stage1_c0_c0_c1_c0;
} else {
scale = uscale23_Stage1_c0_c0_c1_c0;
bias = ubias23_Stage1_c0_c0_c1_c0;
}
_output = t * scale + bias;
return _output;
}
vec4 ClampedGradientEffect_Stage1_c0_c0(vec4 _input) {
vec4 _output;
vec4 t = LinearGradientLayout_Stage1_c0_c0_c0_c0(vec4(1.0));
if (t.x < 0.0) {
_output = uleftBorderColor_Stage1_c0_c0;
} else if (t.x > 1.0) {
_output = urightBorderColor_Stage1_c0_c0;
} else {
_output = DualIntervalGradientColorizer_Stage1_c0_c0_c1_c0(t);
}
{
_output.xyz *= _output.w;
}
return _output;
}
void main() {
{
ClampedGradientEffect_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0));
}
vec4 output_Stage2;
{
{
output_Stage2 = ucolor_Stage2;
}
}
{
sk_FragColor = output_Stage2;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec2 position;
in vec4 color;
in vec2 localCoord;
noperspective out vec2 vTransformedCoords_0_Stage0;
flat out vec4 vcolor_Stage0;
void main() {
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy;
vcolor_Stage0 = color;
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);
}
|