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[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 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 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 uthresholds1_7_Stage1_c0_c0_c1_c0;
uniform vec4 uthresholds9_13_Stage1_c0_c0_c1_c0;
uniform vec2 uImageIncrement_Stage2;
uniform float uSurfaceScale_Stage2;
uniform vec3 uLightColor_Stage2;
uniform float uKS_Stage2;
uniform float uShininess_Stage2;
uniform vec4 uTexDom_Stage2;
uniform vec3 uDecalParams_Stage2;
uniform vec3 uLightLocation_Stage2;
uniform vec4 urectH_Stage4_c1_c0;
uniform float uinvSixSigma_Stage4_c1_c0;
uniform vec2 uScale_Stage4_c2_c0;
uniform vec4 uTexDom_Stage4_c2_c0;
uniform vec3 uDecalParams_Stage4_c2_c0;
uniform vec4 ucircle_Stage5;
uniform sampler2D uTextureSampler_0_Stage2;
uniform sampler2D uTextureSampler_0_Stage4;
uniform sampler2D uTextureSampler_1_Stage4;
uniform sampler2D uTextureSampler_2_Stage4;
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 float vinCoverage_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.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 {
{
scale = uscale4_5_Stage1_c0_c0_c1_c0;
bias = ubias4_5_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);
}
{
_output.xyz *= _output.w;
}
return _output;
}
vec4 light_Stage2(vec3 normal, vec3 surfaceToLight, vec3 lightColor) {
vec3 halfDir = normalize(surfaceToLight + vec3(0.0, 0.0, 1.0));
float colorScale = uKS_Stage2 * pow(dot(normal, halfDir), uShininess_Stage2);
vec3 color = lightColor * clamp(colorScale, 0.0, 1.0);
return vec4(color, max(max(color.x, color.y), color.z));
}
float sobel_Stage2(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_Stage2(float x, float y, float scale) {
return normalize(vec3(-x * scale, -y * scale, 1.0));
}
vec3 normal_Stage2(float m[9], float surfaceScale) {
return pointToNormal_Stage2(sobel_Stage2(m[0], m[1], m[3], m[4], 0.0, 0.0, 0.66666698455810547), sobel_Stage2(m[0], m[3], m[1], m[4], 0.0, 0.0, 0.66666698455810547), surfaceScale);
}
vec4 RectBlurEffect_Stage4_c1_c0(vec4 _input) {
vec4 _output;
float xCoverage, yCoverage;
{
float x, y;
{
x = max(urectH_Stage4_c1_c0.x - gl_FragCoord.x, gl_FragCoord.x - urectH_Stage4_c1_c0.z);
y = max(urectH_Stage4_c1_c0.y - gl_FragCoord.y, gl_FragCoord.y - urectH_Stage4_c1_c0.w);
}
xCoverage = texture(uTextureSampler_0_Stage4, vec2(x * uinvSixSigma_Stage4_c1_c0, 0.5)).w;
yCoverage = texture(uTextureSampler_0_Stage4, vec2(y * uinvSixSigma_Stage4_c1_c0, 0.5)).w;
_output = (_input * xCoverage) * yCoverage;
}
_output = (_input * xCoverage) * yCoverage;
return _output;
}
vec4 DisplacementMap_Stage4_c2_c0(vec4 _input) {
vec4 _output;
vec4 dColor = texture(uTextureSampler_1_Stage4, vTransformedCoords_2_Stage0);
dColor.xyz = dColor.w < 9.9999999747524271e-07 ? vec3(0.0) : clamp(dColor.xyz / dColor.w, 0.0, 1.0);
vec2 cCoords = vTransformedCoords_3_Stage0 + uScale_Stage4_c2_c0 * (dColor.yz - vec2(0.5));
{
vec2 origCoord = cCoords;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage4_c2_c0.xy, uTexDom_Stage4_c2_c0.zw);
vec4 textureColor = texture(uTextureSampler_2_Stage4, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage4_c2_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage4_c2_c0.y);
if (err > uDecalParams_Stage4_c2_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage4_c2_c0.z < 1.0) {
err = 0.0;
}
_output = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
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_src_atop(vec4 src, vec4 dst) {
return dst.w * src + (1.0 - src.w) * dst;
}
void main() {
vec4 outputColor_Stage0;
vec4 outputCoverage_Stage0;
{
outputColor_Stage0 = vcolor_Stage0;
float alpha = 1.0;
alpha = vinCoverage_Stage0;
outputCoverage_Stage0 = vec4(alpha);
}
vec4 output_Stage1;
{
output_Stage1 = blend_dst_in(outputColor_Stage0, ClampedGradientEffect_Stage1_c0_c0(vec4(1.0)));
}
vec4 output_Stage2;
{
vec2 coord = vTransformedCoords_1_Stage0;
float m[9];
vec4 temp0;
{
vec2 origCoord = coord + vec2(-1.0, 1.0) * uImageIncrement_Stage2;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage2.xy, uTexDom_Stage2.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y);
if (err > uDecalParams_Stage2.z) {
err = 1.0;
} else if (uDecalParams_Stage2.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_Stage2;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage2.xy, uTexDom_Stage2.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y);
if (err > uDecalParams_Stage2.z) {
err = 1.0;
} else if (uDecalParams_Stage2.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_Stage2;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage2.xy, uTexDom_Stage2.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y);
if (err > uDecalParams_Stage2.z) {
err = 1.0;
} else if (uDecalParams_Stage2.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_Stage2;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage2.xy, uTexDom_Stage2.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y);
if (err > uDecalParams_Stage2.z) {
err = 1.0;
} else if (uDecalParams_Stage2.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_Stage2.xy, uTexDom_Stage2.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y);
if (err > uDecalParams_Stage2.z) {
err = 1.0;
} else if (uDecalParams_Stage2.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_Stage2;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage2.xy, uTexDom_Stage2.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y);
if (err > uDecalParams_Stage2.z) {
err = 1.0;
} else if (uDecalParams_Stage2.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_Stage2;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage2.xy, uTexDom_Stage2.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y);
if (err > uDecalParams_Stage2.z) {
err = 1.0;
} else if (uDecalParams_Stage2.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_Stage2;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage2.xy, uTexDom_Stage2.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y);
if (err > uDecalParams_Stage2.z) {
err = 1.0;
} else if (uDecalParams_Stage2.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_Stage2;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage2.xy, uTexDom_Stage2.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y);
if (err > uDecalParams_Stage2.z) {
err = 1.0;
} else if (uDecalParams_Stage2.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_Stage2 - vec3(gl_FragCoord.xy, uSurfaceScale_Stage2 * m[4]));
output_Stage2 = light_Stage2(normal_Stage2(m, uSurfaceScale_Stage2), surfaceToLight, uLightColor_Stage2);
output_Stage2 *= output_Stage1;
}
vec4 output_Stage3;
{
output_Stage3 = floor(output_Stage2 * 255.0 + 0.5) / 255.0;
{
output_Stage3.xyz = floor((output_Stage3.xyz * output_Stage3.w) * 255.0 + 0.5) / 255.0;
}
}
vec4 output_Stage4;
{
vec4 inputColor = vec4(output_Stage3.xyz, 1.0);
output_Stage4 = blend_src_atop(RectBlurEffect_Stage4_c1_c0(inputColor), DisplacementMap_Stage4_c2_c0(inputColor));
output_Stage4 *= output_Stage3.w;
}
vec4 output_Stage5;
{
float d;
{
d = (length((ucircle_Stage5.xy - gl_FragCoord.xy) * ucircle_Stage5.w) - 1.0) * ucircle_Stage5.z;
}
{
output_Stage5 = output_Stage4 * clamp(d, 0.0, 1.0);
}
}
{
sk_FragColor = outputCoverage_Stage0 * output_Stage5;
}
}
[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;
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 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;
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);
}
|