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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 vec4 uscale0_1_Stage1_c0_c0_c1_c0;
uniform vec4 uscale2_3_Stage1_c0_c0_c1_c0;
uniform vec4 uscale4_5_Stage1_c0_c0_c1_c0;
uniform vec4 uscale6_7_Stage1_c0_c0_c1_c0;
uniform vec4 uscale8_9_Stage1_c0_c0_c1_c0;
uniform vec4 uscale10_11_Stage1_c0_c0_c1_c0;
uniform vec4 ubias0_1_Stage1_c0_c0_c1_c0;
uniform vec4 ubias2_3_Stage1_c0_c0_c1_c0;
uniform vec4 ubias4_5_Stage1_c0_c0_c1_c0;
uniform vec4 ubias6_7_Stage1_c0_c0_c1_c0;
uniform vec4 ubias8_9_Stage1_c0_c0_c1_c0;
uniform vec4 ubias10_11_Stage1_c0_c0_c1_c0;
uniform vec4 uthresholds1_7_Stage1_c0_c0_c1_c0;
uniform vec4 uthresholds9_13_Stage1_c0_c0_c1_c0;
uniform vec4 ucolor_Stage2_c1_c0;
uniform vec2 uDstTextureUpperLeft_Stage3;
uniform vec2 uDstTextureCoordScale_Stage3;
uniform sampler2D uTextureSampler_0_Stage0;
uniform sampler2D uDstTextureSampler_Stage3;
noperspective in vec2 vTextureCoords_Stage0;
flat in int vTexIndex_Stage0;
noperspective in vec4 vinColor_Stage0;
noperspective in vec2 vTransformedCoords_0_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 UnrolledBinaryGradientColorizer_Stage1_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
float t = _input.x;
vec4 scale, bias;
if (t < uthresholds1_7_Stage1_c0_c0_c1_c0.w) {
if (t < uthresholds1_7_Stage1_c0_c0_c1_c0.y) {
if (t < uthresholds1_7_Stage1_c0_c0_c1_c0.x) {
scale = uscale0_1_Stage1_c0_c0_c1_c0;
bias = ubias0_1_Stage1_c0_c0_c1_c0;
} else {
scale = uscale2_3_Stage1_c0_c0_c1_c0;
bias = ubias2_3_Stage1_c0_c0_c1_c0;
}
} else {
if (t < uthresholds1_7_Stage1_c0_c0_c1_c0.z) {
scale = uscale4_5_Stage1_c0_c0_c1_c0;
bias = ubias4_5_Stage1_c0_c0_c1_c0;
} else {
scale = uscale6_7_Stage1_c0_c0_c1_c0;
bias = ubias6_7_Stage1_c0_c0_c1_c0;
}
}
} else {
{
if (t < uthresholds9_13_Stage1_c0_c0_c1_c0.x) {
scale = uscale8_9_Stage1_c0_c0_c1_c0;
bias = ubias8_9_Stage1_c0_c0_c1_c0;
} else {
scale = uscale10_11_Stage1_c0_c0_c1_c0;
bias = ubias10_11_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 = UnrolledBinaryGradientColorizer_Stage1_c0_c0_c1_c0(t);
}
return _output;
}
vec4 ConstColorProcessor_Stage2_c1_c0(vec4 _input) {
vec4 _output;
{
_output = ucolor_Stage2_c1_c0;
}
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);
}
vec4 blend_modulate(vec4 src, vec4 dst) {
return src * dst;
}
vec4 blend_src_over(vec4 src, vec4 dst) {
return src + (1.0 - src.w) * dst;
}
void main() {
vec4 outputColor_Stage0;
vec4 outputCoverage_Stage0;
{
outputColor_Stage0 = vinColor_Stage0;
vec4 texColor;
{
texColor = texture(uTextureSampler_0_Stage0, vTextureCoords_Stage0);
}
outputCoverage_Stage0 = texColor;
}
vec4 output_Stage1;
{
output_Stage1 = blend_dst_in(outputColor_Stage0, ClampedGradientEffect_Stage1_c0_c0(vec4(1.0)));
}
vec4 output_Stage2;
{
output_Stage2 = blend_modulate(ConstColorProcessor_Stage2_c1_c0(vec4(1.0)), output_Stage1);
}
{
if (all(lessThanEqual(outputCoverage_Stage0.xyz, vec3(0.0)))) {
discard;
}
vec2 _dstTexCoord = (gl_FragCoord.xy - uDstTextureUpperLeft_Stage3) * uDstTextureCoordScale_Stage3;
_dstTexCoord.y = 1.0 - _dstTexCoord.y;
vec4 _dstColor = texture(uDstTextureSampler_Stage3, _dstTexCoord);
sk_FragColor = blend_src_over(output_Stage2, _dstColor);
float lerpRed = mix(_dstColor.w, sk_FragColor.w, outputCoverage_Stage0.x);
float lerpBlue = mix(_dstColor.w, sk_FragColor.w, outputCoverage_Stage0.y);
float lerpGreen = mix(_dstColor.w, sk_FragColor.w, outputCoverage_Stage0.z);
sk_FragColor = outputCoverage_Stage0 * sk_FragColor + (vec4(1.0) - outputCoverage_Stage0) * _dstColor;
sk_FragColor.w = max(max(lerpRed, lerpBlue), lerpGreen);
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform vec2 uAtlasSizeInv_Stage0;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec2 inPosition;
in vec4 inColor;
in uvec2 inTextureCoords;
noperspective out vec2 vTextureCoords_Stage0;
flat out int vTexIndex_Stage0;
noperspective out vec4 vinColor_Stage0;
noperspective out vec2 vTransformedCoords_0_Stage0;
void main() {
ivec2 signedCoords = ivec2(int(inTextureCoords.x), int(inTextureCoords.y));
vec2 unormTexCoords = vec2(float(signedCoords.x / 2), float(signedCoords.y / 2));
vTextureCoords_Stage0 = unormTexCoords * uAtlasSizeInv_Stage0;
vTexIndex_Stage0 = 0;
vinColor_Stage0 = inColor;
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy;
gl_Position = vec4(inPosition.x, inPosition.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);
}
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