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[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform float uSrcTF_Stage1_c0_c0[7];
uniform mat3 uColorXform_Stage1_c0_c0;
uniform float uDstTF_Stage1_c0_c0[7];
uniform mat4 um_Stage2;
uniform vec4 uv_Stage2;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_1_Stage1;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
flat in vec4 vcolor_Stage0;
vec4 TextureEffect_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
_output = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0) * _input;
return _output;
}
vec4 TextureEffect_Stage1_c0_c0_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
_output = texture(uTextureSampler_1_Stage1, vTransformedCoords_1_Stage0) * _input;
return _output;
}
vec4 YUVtoRGBEffect_Stage1_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
vec4 planes[2];
planes[0] = TextureEffect_Stage1_c0_c0_c0_c0_c0_c0(vec4(1.0));
planes[1] = TextureEffect_Stage1_c0_c0_c0_c0_c1_c0(vec4(1.0));
vec4 color = vec4(planes[0].w, planes[1].x, planes[1].y, 1.0);
_output = color;
return _output;
}
float src_tf_Stage1_c0_c0(float x) {
float G = uSrcTF_Stage1_c0_c0[0];
float A = uSrcTF_Stage1_c0_c0[1];
float B = uSrcTF_Stage1_c0_c0[2];
float C = uSrcTF_Stage1_c0_c0[3];
float D = uSrcTF_Stage1_c0_c0[4];
float E = uSrcTF_Stage1_c0_c0[5];
float F = uSrcTF_Stage1_c0_c0[6];
float s = sign(x);
x = abs(x);
x = x < D ? C * x + F : pow(A * x + B, G) + E;
return s * x;
}
float dst_tf_Stage1_c0_c0(float x) {
float G = uDstTF_Stage1_c0_c0[0];
float A = uDstTF_Stage1_c0_c0[1];
float B = uDstTF_Stage1_c0_c0[2];
float C = uDstTF_Stage1_c0_c0[3];
float D = uDstTF_Stage1_c0_c0[4];
float E = uDstTF_Stage1_c0_c0[5];
float F = uDstTF_Stage1_c0_c0[6];
float s = sign(x);
x = abs(x);
x = x < D ? C * x + F : pow(A * x + B, G) + E;
return s * x;
}
vec4 gamut_xform_Stage1_c0_c0(vec4 color) {
color.xyz = uColorXform_Stage1_c0_c0 * color.xyz;
return color;
}
vec4 color_xform_Stage1_c0_c0(vec4 color) {
color.x = src_tf_Stage1_c0_c0(color.x);
color.y = src_tf_Stage1_c0_c0(color.y);
color.z = src_tf_Stage1_c0_c0(color.z);
color = gamut_xform_Stage1_c0_c0(color);
color.x = dst_tf_Stage1_c0_c0(color.x);
color.y = dst_tf_Stage1_c0_c0(color.y);
color.z = dst_tf_Stage1_c0_c0(color.z);
return color;
}
vec4 ColorSpaceXform_Stage1_c0_c0(vec4 _input) {
vec4 _output;
_output = color_xform_Stage1_c0_c0(YUVtoRGBEffect_Stage1_c0_c0_c0_c0(vec4(1.0))) * _input;
return _output;
}
void main() {
vec4 output_Stage1;
{
output_Stage1 = ColorSpaceXform_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0));
}
vec4 output_Stage2;
{
vec4 inputColor = output_Stage1;
{
float nonZeroAlpha = max(inputColor.w, 9.9999997473787516e-05);
inputColor = vec4(inputColor.xyz / nonZeroAlpha, inputColor.w);
}
output_Stage2 = um_Stage2 * inputColor + uv_Stage2;
{
output_Stage2 = clamp(output_Stage2, 0.0, 1.0);
}
{
output_Stage2.xyz *= output_Stage2.w;
}
}
{
sk_FragColor = output_Stage2;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
in vec2 position;
in vec4 color;
in vec2 localCoord;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_Stage0;
flat out vec4 vcolor_Stage0;
void main() {
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy;
vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(localCoord, 1.0)).xy;
vcolor_Stage0 = color;
gl_Position = vec4(position.x, position.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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