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
|
[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 ustart_Stage1_c0_c0_c1_c0;
uniform vec4 uend_Stage1_c0_c0_c1_c0;
uniform vec2 uDstTextureUpperLeft_Stage2;
uniform vec2 uDstTextureCoordScale_Stage2;
uniform sampler2D uTextureSampler_0_Stage0;
uniform sampler2D uDstTextureSampler_Stage2;
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 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 TiledGradientEffect_Stage1_c0_c0(vec4 _input) {
vec4 _output;
vec4 t = LinearGradientLayout_Stage1_c0_c0_c0_c0(vec4(1.0));
{
{
t.x = fract(t.x);
}
_output = SingleIntervalGradientColorizer_Stage1_c0_c0_c1_c0(t);
}
return _output;
}
vec4 blend_dst_atop(vec4 src, vec4 dst) {
return (1.0 - dst.w) * src + src.w * dst;
}
void main() {
vec4 outputCoverage_Stage0;
{
vec4 texColor;
{
texColor = texture(uTextureSampler_0_Stage0, vTextureCoords_Stage0);
}
outputCoverage_Stage0 = texColor;
}
vec4 output_Stage1;
{
output_Stage1 = TiledGradientEffect_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0));
}
{
if (all(lessThanEqual(outputCoverage_Stage0.xyz, vec3(0.0)))) {
discard;
}
vec2 _dstTexCoord = (gl_FragCoord.xy - uDstTextureUpperLeft_Stage2) * uDstTextureCoordScale_Stage2;
_dstTexCoord.y = 1.0 - _dstTexCoord.y;
vec4 _dstColor = texture(uDstTextureSampler_Stage2, _dstTexCoord);
sk_FragColor = blend_dst_atop(output_Stage1, _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);
}
|