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[require]
GLSL >= 1.40
[fragment shader]
#version 140
#extension GL_KHR_blend_equation_advanced : require
out vec4 sk_FragColor;
layout (blend_support_all_equations) out ;
uniform vec2 uImageIncrement_Stage1_c0_c0_c1_c0;
uniform float uSurfaceScale_Stage1_c0_c0_c1_c0;
uniform vec3 uLightColor_Stage1_c0_c0_c1_c0;
uniform float uKS_Stage1_c0_c0_c1_c0;
uniform float uShininess_Stage1_c0_c0_c1_c0;
uniform vec4 uTexDom_Stage1_c0_c0_c1_c0;
uniform vec3 uDecalParams_Stage1_c0_c0_c1_c0;
uniform vec3 uLightLocation_Stage1_c0_c0_c1_c0;
uniform mat4 um_Stage1_c1_c0;
uniform vec4 uv_Stage1_c1_c0;
uniform sampler2D uTextureSampler_0_Stage1;
noperspective in vec2 vEllipseOffsets_Stage0;
noperspective in vec4 vEllipseRadii_Stage0;
noperspective in vec4 vinColor_Stage0;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
vec4 Dither_Stage1_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
_output = _input;
float value;
{
uint x = uint(vTransformedCoords_0_Stage0.x);
uint y = uint(vTransformedCoords_0_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 = vec4(clamp(_output.xyz + value * 0.066666670143604279, 0.0, _output.w), _output.w);
return _output;
}
vec4 light_Stage1_c0_c0_c1_c0(vec3 normal, vec3 surfaceToLight, vec3 lightColor) {
vec3 halfDir = normalize(surfaceToLight + vec3(0.0, 0.0, 1.0));
float colorScale = uKS_Stage1_c0_c0_c1_c0 * pow(dot(normal, halfDir), uShininess_Stage1_c0_c0_c1_c0);
vec3 color = lightColor * clamp(colorScale, 0.0, 1.0);
return vec4(color, max(max(color.x, color.y), color.z));
}
float sobel_Stage1_c0_c0_c1_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_c0_c0_c1_c0(float x, float y, float scale) {
return normalize(vec3(-x * scale, -y * scale, 1.0));
}
vec3 normal_Stage1_c0_c0_c1_c0(float m[9], float surfaceScale) {
return pointToNormal_Stage1_c0_c0_c1_c0(sobel_Stage1_c0_c0_c1_c0(0.0, 0.0, m[3], m[5], m[6], m[8], 0.33333298563957214), sobel_Stage1_c0_c0_c1_c0(0.0, 0.0, m[4], m[7], m[5], m[8], 0.5), surfaceScale);
}
vec4 SpecularLighting_Stage1_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
vec2 coord = vTransformedCoords_1_Stage0;
float m[9];
vec4 temp0;
{
vec2 origCoord = coord + vec2(-1.0, 1.0) * uImageIncrement_Stage1_c0_c0_c1_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c1_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c1_c0.y);
if (err > uDecalParams_Stage1_c0_c0_c1_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c0_c0_c1_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_c0_c0_c1_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c1_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c1_c0.y);
if (err > uDecalParams_Stage1_c0_c0_c1_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c0_c0_c1_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_c0_c0_c1_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c1_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c1_c0.y);
if (err > uDecalParams_Stage1_c0_c0_c1_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c0_c0_c1_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_c0_c0_c1_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c1_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c1_c0.y);
if (err > uDecalParams_Stage1_c0_c0_c1_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c0_c0_c1_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_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c1_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c1_c0.y);
if (err > uDecalParams_Stage1_c0_c0_c1_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c0_c0_c1_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_c0_c0_c1_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c1_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c1_c0.y);
if (err > uDecalParams_Stage1_c0_c0_c1_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c0_c0_c1_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_c0_c0_c1_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c1_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c1_c0.y);
if (err > uDecalParams_Stage1_c0_c0_c1_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c0_c0_c1_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_c0_c0_c1_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c1_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c1_c0.y);
if (err > uDecalParams_Stage1_c0_c0_c1_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c0_c0_c1_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_c0_c0_c1_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c1_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c1_c0.y);
if (err > uDecalParams_Stage1_c0_c0_c1_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c0_c0_c1_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_c0_c0_c1_c0 - vec3(gl_FragCoord.xy, uSurfaceScale_Stage1_c0_c0_c1_c0 * m[4]));
_output = light_Stage1_c0_c0_c1_c0(normal_Stage1_c0_c0_c1_c0(m, uSurfaceScale_Stage1_c0_c0_c1_c0), surfaceToLight, uLightColor_Stage1_c0_c0_c1_c0);
_output *= _input;
return _output;
}
vec4 blend_dst_over(vec4 src, vec4 dst) {
return (1.0 - dst.w) * src + dst;
}
vec4 ComposeTwo_Stage1_c0_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = vec4(_input.xyz, 1.0);
_output = blend_dst_over(Dither_Stage1_c0_c0_c0_c0(inputColor), SpecularLighting_Stage1_c0_c0_c1_c0(inputColor));
_output *= _input.w;
return _output;
}
vec4 ColorMatrixFragmentProcessor_Stage1_c1_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = _input;
{
float nonZeroAlpha = max(inputColor.w, 9.9999997473787516e-05);
inputColor = vec4(inputColor.xyz / nonZeroAlpha, inputColor.w);
}
_output = um_Stage1_c1_c0 * inputColor + uv_Stage1_c1_c0;
{
_output.w = clamp(_output.w, 0.0, 1.0);
}
{
_output.xyz *= _output.w;
}
return _output;
}
vec4 blend_multiply(vec4 src, vec4 dst) {
return vec4(((1.0 - src.w) * dst.xyz + (1.0 - dst.w) * src.xyz) + src.xyz * dst.xyz, src.w + (1.0 - src.w) * dst.w);
}
void main() {
vec4 outputColor_Stage0;
vec4 outputCoverage_Stage0;
{
outputColor_Stage0 = vinColor_Stage0;
vec2 offset = vEllipseOffsets_Stage0;
offset *= vEllipseRadii_Stage0.xy;
float test = dot(offset, offset) - 1.0;
vec2 grad = (2.0 * offset) * vEllipseRadii_Stage0.xy;
float grad_dot = dot(grad, grad);
grad_dot = max(grad_dot, 1.1754999560161448e-38);
float invlen = inversesqrt(grad_dot);
float edgeAlpha = clamp(0.5 - test * invlen, 0.0, 1.0);
offset = vEllipseOffsets_Stage0 * vEllipseRadii_Stage0.zw;
test = dot(offset, offset) - 1.0;
grad = (2.0 * offset) * vEllipseRadii_Stage0.zw;
grad_dot = dot(grad, grad);
invlen = inversesqrt(grad_dot);
edgeAlpha *= clamp(0.5 + test * invlen, 0.0, 1.0);
outputCoverage_Stage0 = vec4(edgeAlpha);
}
vec4 output_Stage1;
{
vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
output_Stage1 = blend_multiply(ComposeTwo_Stage1_c0_c0(inputColor), ColorMatrixFragmentProcessor_Stage1_c1_c0(inputColor));
output_Stage1 *= outputColor_Stage0.w;
}
{
sk_FragColor = outputCoverage_Stage0 * output_Stage1;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
in vec2 inPosition;
in vec4 inColor;
in vec2 inEllipseOffset;
in vec4 inEllipseRadii;
noperspective out vec2 vEllipseOffsets_Stage0;
noperspective out vec4 vEllipseRadii_Stage0;
noperspective out vec4 vinColor_Stage0;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_Stage0;
void main() {
vEllipseOffsets_Stage0 = inEllipseOffset;
vEllipseRadii_Stage0 = inEllipseRadii;
vinColor_Stage0 = inColor;
vec2 pos2 = inPosition;
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy;
vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(inPosition, 1.0)).xy;
gl_Position = vec4(pos2.x, pos2.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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