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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 vec4 uColor_Stage0;
uniform vec4 ucolor_Stage1_c0_c0_c0_c0;
uniform vec4 uellipse_Stage1_c0_c0_c1_c0;
uniform vec4 uinnerRect_Stage1_c1_c0_c0_c0_c1_c0;
uniform vec2 uradiusPlusHalf_Stage1_c1_c0_c0_c0_c1_c0;
uniform mat4 um_Stage1_c1_c0_c1_c0;
uniform vec4 uv_Stage1_c1_c0_c1_c0;
vec4 ConstColorProcessor_Stage1_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
{
_output = ucolor_Stage1_c0_c0_c0_c0;
}
return _output;
}
vec4 EllipseEffect_Stage1_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
vec2 d = gl_FragCoord.xy - uellipse_Stage1_c0_c0_c1_c0.xy;
vec2 Z = d * uellipse_Stage1_c0_c0_c1_c0.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 = approx_dist > 0.0 ? 1.0 : 0.0;
}
_output = _input * alpha;
return _output;
}
vec4 blend_src_over(vec4 src, vec4 dst) {
return src + (1.0 - src.w) * dst;
}
vec4 ComposeTwo_Stage1_c0_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = vec4(_input.xyz, 1.0);
_output = blend_src_over(ConstColorProcessor_Stage1_c0_c0_c0_c0(inputColor), EllipseEffect_Stage1_c0_c0_c1_c0(inputColor));
_output *= _input.w;
return _output;
}
vec4 ConfigConversionEffect_Stage1_c1_c0_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
_output = floor(_input * 255.0 + 0.5) / 255.0;
{
_output.xyz = floor((_output.xyz * _output.w) * 255.0 + 0.5) / 255.0;
}
return _output;
}
vec4 CircularRRect_Stage1_c1_c0_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
vec2 dxy0 = uinnerRect_Stage1_c1_c0_c0_c0_c1_c0.xy - gl_FragCoord.xy;
vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage1_c1_c0_c0_c0_c1_c0.zw;
vec2 dxy = max(max(dxy0, dxy1), 0.0);
float alpha = clamp(uradiusPlusHalf_Stage1_c1_c0_c0_c0_c1_c0.x - length(dxy), 0.0, 1.0);
_output = _input * alpha;
return _output;
}
vec4 ComposeTwo_Stage1_c1_c0_c0_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = vec4(_input.xyz, 1.0);
_output = blend_src_over(ConfigConversionEffect_Stage1_c1_c0_c0_c0_c0_c0(inputColor), CircularRRect_Stage1_c1_c0_c0_c0_c1_c0(inputColor));
_output *= _input.w;
return _output;
}
vec4 ColorMatrixFragmentProcessor_Stage1_c1_c0_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_c1_c0 * inputColor + uv_Stage1_c1_c0_c1_c0;
{
_output = clamp(_output, 0.0, 1.0);
}
{
_output.xyz *= _output.w;
}
return _output;
}
vec4 blend_plus(vec4 src, vec4 dst) {
return min(src + dst, 1.0);
}
vec4 ComposeTwo_Stage1_c1_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = vec4(_input.xyz, 1.0);
_output = blend_plus(ComposeTwo_Stage1_c1_c0_c0_c0(inputColor), ColorMatrixFragmentProcessor_Stage1_c1_c0_c1_c0(inputColor));
_output *= _input.w;
return _output;
}
float _blend_color_luminance(vec3 color) {
return dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), color);
}
vec3 _blend_set_color_luminance(vec3 hueSatColor, float alpha, vec3 lumColor) {
float lum = _blend_color_luminance(lumColor);
vec3 result = (lum - _blend_color_luminance(hueSatColor)) + hueSatColor;
float minComp = min(min(result.x, result.y), result.z);
float maxComp = max(max(result.x, result.y), result.z);
if (minComp < 0.0 && lum != minComp) {
result = lum + ((result - lum) * lum) / (lum - minComp);
}
if (maxComp > alpha && maxComp != lum) {
return lum + ((result - lum) * (alpha - lum)) / (maxComp - lum);
}
return result;
}
vec4 blend_luminosity(vec4 src, vec4 dst) {
float alpha = dst.w * src.w;
vec3 sda = src.xyz * dst.w;
vec3 dsa = dst.xyz * src.w;
return vec4((((_blend_set_color_luminance(dsa, alpha, sda) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha);
}
void main() {
vec4 outputColor_Stage0;
{
outputColor_Stage0 = uColor_Stage0;
}
vec4 output_Stage1;
{
vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
output_Stage1 = blend_luminosity(ComposeTwo_Stage1_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0(inputColor));
output_Stage1 *= outputColor_Stage0.w;
}
{
sk_FragColor = output_Stage1;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
in vec2 inPosition;
void main() {
vec2 pos2 = inPosition;
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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