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
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
|
[require]
GLSL >= 1.40
GL_KHR_blend_equation_advanced
[fragment shader]
#version 140
#extension GL_KHR_blend_equation_advanced : require
out vec4 sk_FragColor;
layout (blend_support_all_equations) out ;
uniform vec4 uboundsUniform_Stage1;
uniform float uxInvZoom_Stage1;
uniform float uyInvZoom_Stage1;
uniform float uxInvInset_Stage1;
uniform float uyInvInset_Stage1;
uniform vec2 uoffset_Stage1;
uniform vec4 uleftBorderColor_Stage2_c0_c0;
uniform vec4 urightBorderColor_Stage2_c0_c0;
uniform vec2 ufocalParams_Stage2_c0_c0_c0_c0;
uniform vec4 uscale0_1_Stage2_c0_c0_c1_c0;
uniform vec4 uscale2_3_Stage2_c0_c0_c1_c0;
uniform vec4 uscale4_5_Stage2_c0_c0_c1_c0;
uniform vec4 ubias0_1_Stage2_c0_c0_c1_c0;
uniform vec4 ubias2_3_Stage2_c0_c0_c1_c0;
uniform vec4 ubias4_5_Stage2_c0_c0_c1_c0;
uniform vec4 uthresholds1_7_Stage2_c0_c0_c1_c0;
uniform vec4 uthresholds9_13_Stage2_c0_c0_c1_c0;
uniform vec4 uleftBorderColor_Stage3_c1_c0;
uniform vec4 urightBorderColor_Stage3_c1_c0;
uniform vec2 ufocalParams_Stage3_c1_c0_c0_c0;
uniform vec4 uscale0_1_Stage3_c1_c0_c1_c0;
uniform vec4 uscale2_3_Stage3_c1_c0_c1_c0;
uniform vec4 uscale4_5_Stage3_c1_c0_c1_c0;
uniform vec4 ubias0_1_Stage3_c1_c0_c1_c0;
uniform vec4 ubias2_3_Stage3_c1_c0_c1_c0;
uniform vec4 ubias4_5_Stage3_c1_c0_c1_c0;
uniform vec4 uthresholds1_7_Stage3_c1_c0_c1_c0;
uniform vec4 uthresholds9_13_Stage3_c1_c0_c1_c0;
uniform vec2 uImageIncrement_Stage4_c2_c0;
uniform vec4 uKernel_Stage4_c2_c0[2];
uniform vec4 urectUniform_Stage4_c3_c0;
uniform vec4 uellipse_Stage5;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_0_Stage4;
uniform sampler2D uTextureSampler_0_Stage6;
noperspective in vec4 vcolor_Stage0;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
noperspective in vec2 vTransformedCoords_2_Stage0;
noperspective in vec2 vTransformedCoords_3_Stage0;
noperspective in vec2 vTransformedCoords_4_Stage0;
noperspective in float vinCoverage_Stage0;
vec4 TwoPointConicalGradientLayout_Stage2_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
vec2 p = vTransformedCoords_1_Stage0;
float t = -1.0;
{
{
float r0 = ufocalParams_Stage2_c0_c0_c0_c0.x;
{
t = length(p) - r0;
}
}
}
_output = vec4(t, 1.0, 0.0, 0.0);
return _output;
}
vec4 UnrolledBinaryGradientColorizer_Stage2_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
float t = _input.x;
vec4 scale, bias;
{
if (t < uthresholds1_7_Stage2_c0_c0_c1_c0.y) {
if (t < uthresholds1_7_Stage2_c0_c0_c1_c0.x) {
scale = uscale0_1_Stage2_c0_c0_c1_c0;
bias = ubias0_1_Stage2_c0_c0_c1_c0;
} else {
scale = uscale2_3_Stage2_c0_c0_c1_c0;
bias = ubias2_3_Stage2_c0_c0_c1_c0;
}
} else {
{
scale = uscale4_5_Stage2_c0_c0_c1_c0;
bias = ubias4_5_Stage2_c0_c0_c1_c0;
}
}
}
_output = t * scale + bias;
return _output;
}
vec4 ClampedGradientEffect_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 if (t.x < 0.0) {
_output = uleftBorderColor_Stage2_c0_c0;
} else if (t.x > 1.0) {
_output = urightBorderColor_Stage2_c0_c0;
} else {
_output = UnrolledBinaryGradientColorizer_Stage2_c0_c0_c1_c0(t);
}
{
_output.xyz *= _output.w;
}
return _output;
}
vec4 TwoPointConicalGradientLayout_Stage3_c1_c0_c0_c0(vec4 _input) {
vec4 _output;
vec2 p = vTransformedCoords_2_Stage0;
float t = -1.0;
float v = 1.0;
{
{
float invR1 = ufocalParams_Stage3_c1_c0_c0_c0.x;
float x_t = -1.0;
{
float temp = p.x * p.x - p.y * p.y;
if (temp >= 0.0) {
{
x_t = sqrt(temp) - p.x * invR1;
}
}
}
{
if (x_t <= 0.0) {
v = -1.0;
}
}
{
{
t = x_t;
}
}
}
}
_output = vec4(t, v, 0.0, 0.0);
return _output;
}
vec4 UnrolledBinaryGradientColorizer_Stage3_c1_c0_c1_c0(vec4 _input) {
vec4 _output;
float t = _input.x;
vec4 scale, bias;
{
if (t < uthresholds1_7_Stage3_c1_c0_c1_c0.y) {
if (t < uthresholds1_7_Stage3_c1_c0_c1_c0.x) {
scale = uscale0_1_Stage3_c1_c0_c1_c0;
bias = ubias0_1_Stage3_c1_c0_c1_c0;
} else {
scale = uscale2_3_Stage3_c1_c0_c1_c0;
bias = ubias2_3_Stage3_c1_c0_c1_c0;
}
} else {
{
scale = uscale4_5_Stage3_c1_c0_c1_c0;
bias = ubias4_5_Stage3_c1_c0_c1_c0;
}
}
}
_output = t * scale + bias;
return _output;
}
vec4 ClampedGradientEffect_Stage3_c1_c0(vec4 _input) {
vec4 _output;
vec4 t = TwoPointConicalGradientLayout_Stage3_c1_c0_c0_c0(vec4(1.0));
if (t.y < 0.0) {
_output = vec4(0.0);
} else if (t.x < 0.0) {
_output = uleftBorderColor_Stage3_c1_c0;
} else if (t.x > 1.0) {
_output = urightBorderColor_Stage3_c1_c0;
} else {
_output = UnrolledBinaryGradientColorizer_Stage3_c1_c0_c1_c0(t);
}
{
_output.xyz *= _output.w;
}
return _output;
}
vec4 GaussianConvolution_Stage4_c2_c0(vec4 _input) {
vec4 _output;
_output = vec4(0.0, 0.0, 0.0, 0.0);
vec2 coord = vTransformedCoords_3_Stage0 - 2.0 * uImageIncrement_Stage4_c2_c0;
vec2 coordSampled = vec2(0.0, 0.0);
coordSampled = coord;
_output += texture(uTextureSampler_0_Stage4, coordSampled) * uKernel_Stage4_c2_c0[0].x;
coord += uImageIncrement_Stage4_c2_c0;
coordSampled = coord;
_output += texture(uTextureSampler_0_Stage4, coordSampled) * uKernel_Stage4_c2_c0[0].y;
coord += uImageIncrement_Stage4_c2_c0;
coordSampled = coord;
_output += texture(uTextureSampler_0_Stage4, coordSampled) * uKernel_Stage4_c2_c0[0].z;
coord += uImageIncrement_Stage4_c2_c0;
coordSampled = coord;
_output += texture(uTextureSampler_0_Stage4, coordSampled) * uKernel_Stage4_c2_c0[0].w;
coord += uImageIncrement_Stage4_c2_c0;
coordSampled = coord;
_output += texture(uTextureSampler_0_Stage4, coordSampled) * uKernel_Stage4_c2_c0[1].x;
coord += uImageIncrement_Stage4_c2_c0;
_output *= _input;
return _output;
}
vec4 AARectEffect_Stage4_c3_c0(vec4 _input) {
vec4 _output;
float alpha;
{
float xSub, ySub;
xSub = min(gl_FragCoord.x - urectUniform_Stage4_c3_c0.x, 0.0);
xSub += min(urectUniform_Stage4_c3_c0.z - gl_FragCoord.x, 0.0);
ySub = min(gl_FragCoord.y - urectUniform_Stage4_c3_c0.y, 0.0);
ySub += min(urectUniform_Stage4_c3_c0.w - gl_FragCoord.y, 0.0);
alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));
}
_output = _input * alpha;
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_dst_atop(vec4 src, vec4 dst) {
return (1.0 - dst.w) * src + src.w * dst;
}
void main() {
vec4 outputCoverage_Stage0;
{
float alpha = 1.0;
alpha = vinCoverage_Stage0;
outputCoverage_Stage0 = vec4(alpha);
}
vec4 output_Stage1;
{
vec2 coord = vTransformedCoords_0_Stage0;
vec2 zoom_coord = uoffset_Stage1 + coord * vec2(uxInvZoom_Stage1, uyInvZoom_Stage1);
vec2 delta = (coord - uboundsUniform_Stage1.xy) * uboundsUniform_Stage1.zw;
delta = min(delta, vec2(1.0, 1.0) - delta);
delta *= vec2(uxInvInset_Stage1, uyInvInset_Stage1);
float weight = 0.0;
if (delta.x < 2.0 && delta.y < 2.0) {
delta = vec2(2.0, 2.0) - delta;
float dist = length(delta);
dist = max(2.0 - dist, 0.0);
weight = min(dist * dist, 1.0);
} else {
vec2 delta_squared = delta * delta;
weight = min(min(delta_squared.x, delta_squared.y), 1.0);
}
output_Stage1 = texture(uTextureSampler_0_Stage1, mix(coord, zoom_coord, weight));
}
vec4 output_Stage2;
{
output_Stage2 = blend_dst_in(outputCoverage_Stage0, ClampedGradientEffect_Stage2_c0_c0(vec4(1.0)));
}
vec4 output_Stage3;
{
output_Stage3 = blend_dst_in(output_Stage2, ClampedGradientEffect_Stage3_c1_c0(vec4(1.0)));
}
vec4 output_Stage4;
{
vec4 inputColor = vec4(output_Stage3.xyz, 1.0);
output_Stage4 = blend_dst_atop(GaussianConvolution_Stage4_c2_c0(inputColor), AARectEffect_Stage4_c3_c0(inputColor));
output_Stage4 *= output_Stage3.w;
}
vec4 output_Stage5;
{
vec2 d = gl_FragCoord.xy - uellipse_Stage5.xy;
vec2 Z = d * uellipse_Stage5.zw;
float implicit = dot(Z, d) - 1.0;
float grad_dot = 4.0 * dot(Z, Z);
{
grad_dot = max(grad_dot, 1.1754999560161448e-38);
}
float approx_dist = implicit * inversesqrt(grad_dot);
float alpha;
{
alpha = clamp(0.5 - approx_dist, 0.0, 1.0);
}
output_Stage5 = output_Stage4 * alpha;
}
vec4 output_Stage6;
{
output_Stage6 = texture(uTextureSampler_0_Stage6, vTransformedCoords_4_Stage0) * output_Stage5;
}
{
sk_FragColor = output_Stage6 * output_Stage1;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
uniform mat3 uCoordTransformMatrix_2_Stage0;
uniform mat3 uCoordTransformMatrix_3_Stage0;
uniform mat3 uCoordTransformMatrix_4_Stage0;
in vec2 inPosition;
in vec4 inColor;
in float inCoverage;
noperspective out vec4 vcolor_Stage0;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_Stage0;
noperspective out vec2 vTransformedCoords_2_Stage0;
noperspective out vec2 vTransformedCoords_3_Stage0;
noperspective out vec2 vTransformedCoords_4_Stage0;
noperspective out float vinCoverage_Stage0;
void main() {
vec4 color = inColor;
vcolor_Stage0 = color;
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;
vTransformedCoords_2_Stage0 = (uCoordTransformMatrix_2_Stage0 * vec3(inPosition, 1.0)).xy;
vTransformedCoords_3_Stage0 = (uCoordTransformMatrix_3_Stage0 * vec3(inPosition, 1.0)).xy;
vTransformedCoords_4_Stage0 = (uCoordTransformMatrix_4_Stage0 * vec3(inPosition, 1.0)).xy;
vinCoverage_Stage0 = inCoverage;
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);
}
|