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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 uinnerRect_Stage1_c0_c0_c0_c0_c0_c0;
uniform vec2 uradiusPlusHalf_Stage1_c0_c0_c0_c0_c0_c0;
uniform float uPixelSize_Stage1_c0_c0_c0_c0_c1_c0;
uniform vec2 uRange_Stage1_c0_c0_c0_c0_c1_c0;
uniform vec3 uedges_Stage1_c0_c0_c1_c0[5];
uniform float ucornerRadius_Stage1_c1_c0_c0_c0;
uniform vec4 uproxyRect_Stage1_c1_c0_c0_c0;
uniform float ublurRadius_Stage1_c1_c0_c0_c0;
uniform mat4 um_Stage1_c1_c0_c1_c0_c0_c0;
uniform vec4 uv_Stage1_c1_c0_c1_c0_c0_c0;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_1_Stage1;
noperspective in vec4 vinCircleEdge_Stage0;
noperspective in vec4 vinColor_Stage0;
noperspective in vec2 vTransformedCoords_0_Stage0;
vec4 CircularRRect_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
vec2 dxy0 = uinnerRect_Stage1_c0_c0_c0_c0_c0_c0.xy - gl_FragCoord.xy;
vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage1_c0_c0_c0_c0_c0_c0.zw;
vec2 dxy = max(max(dxy0, dxy1), 0.0);
float alpha = clamp(uradiusPlusHalf_Stage1_c0_c0_c0_c0_c0_c0.x - length(dxy), 0.0, 1.0);
_output = _input * alpha;
return _output;
}
vec4 Morphology_Stage1_c0_c0_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
_output = vec4(1.0, 1.0, 1.0, 1.0);
vec2 coord = vTransformedCoords_0_Stage0;
coord.x -= 7.0 * uPixelSize_Stage1_c0_c0_c0_c0_c1_c0;
for (int i = 0;i < 15; i++) {
_output = min(_output, texture(uTextureSampler_0_Stage1, coord));
coord.x += uPixelSize_Stage1_c0_c0_c0_c0_c1_c0;
}
_output *= _input;
return _output;
}
vec4 blend_src_over(vec4 src, vec4 dst) {
return src + (1.0 - src.w) * dst;
}
vec4 blend_lighten(vec4 src, vec4 dst) {
vec4 result = blend_src_over(src, dst);
result.xyz = max(result.xyz, (1.0 - dst.w) * src.xyz + dst.xyz);
return result;
}
vec4 ComposeTwo_Stage1_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = vec4(_input.xyz, 1.0);
_output = blend_lighten(CircularRRect_Stage1_c0_c0_c0_c0_c0_c0(inputColor), Morphology_Stage1_c0_c0_c0_c0_c1_c0(inputColor));
_output *= _input.w;
return _output;
}
vec4 ConvexPoly_Stage1_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
float alpha = 1.0;
float edge;
edge = dot(uedges_Stage1_c0_c0_c1_c0[0], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
edge = clamp(edge, 0.0, 1.0);
alpha *= edge;
edge = dot(uedges_Stage1_c0_c0_c1_c0[1], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
edge = clamp(edge, 0.0, 1.0);
alpha *= edge;
edge = dot(uedges_Stage1_c0_c0_c1_c0[2], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
edge = clamp(edge, 0.0, 1.0);
alpha *= edge;
edge = dot(uedges_Stage1_c0_c0_c1_c0[3], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
edge = clamp(edge, 0.0, 1.0);
alpha *= edge;
edge = dot(uedges_Stage1_c0_c0_c1_c0[4], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
edge = clamp(edge, 0.0, 1.0);
alpha *= edge;
_output = _input * alpha;
return _output;
}
vec4 blend_src_atop(vec4 src, vec4 dst) {
return dst.w * 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_atop(ComposeTwo_Stage1_c0_c0_c0_c0(inputColor), ConvexPoly_Stage1_c0_c0_c1_c0(inputColor));
_output *= _input.w;
return _output;
}
vec4 RRectBlurEffect_Stage1_c1_c0_c0_c0(vec4 _input) {
vec4 _output;
vec2 translatedFragPos = gl_FragCoord.xy - uproxyRect_Stage1_c1_c0_c0_c0.xy;
float threshold = ucornerRadius_Stage1_c1_c0_c0_c0 + 2.0 * ublurRadius_Stage1_c1_c0_c0_c0;
vec2 middle = (uproxyRect_Stage1_c1_c0_c0_c0.zw - uproxyRect_Stage1_c1_c0_c0_c0.xy) - 2.0 * threshold;
if (translatedFragPos.x >= threshold && translatedFragPos.x < middle.x + threshold) {
translatedFragPos.x = threshold;
} else if (translatedFragPos.x >= middle.x + threshold) {
translatedFragPos.x -= middle.x - 1.0;
}
if (translatedFragPos.y > threshold && translatedFragPos.y < middle.y + threshold) {
translatedFragPos.y = threshold;
} else if (translatedFragPos.y >= middle.y + threshold) {
translatedFragPos.y -= middle.y - 1.0;
}
vec2 proxyDims = vec2(2.0 * threshold + 1.0);
vec2 texCoord = translatedFragPos / proxyDims;
_output = _input * texture(uTextureSampler_1_Stage1, texCoord);
return _output;
}
vec4 ColorMatrixFragmentProcessor_Stage1_c1_c0_c1_c0_c0_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = _input;
_output = um_Stage1_c1_c0_c1_c0_c0_c0 * inputColor + uv_Stage1_c1_c0_c1_c0_c0_c0;
{
_output.w = clamp(_output.w, 0.0, 1.0);
}
return _output;
}
vec4 ClampFragmentProcessor_Stage1_c1_c0_c1_c0_c1_c0(vec4 _input) {
vec4 _output;
{
_output = clamp(_input, 0.0, 1.0);
}
return _output;
}
vec4 blend_difference(vec4 src, vec4 dst) {
return vec4((src.xyz + dst.xyz) - 2.0 * min(src.xyz * dst.w, dst.xyz * src.w), src.w + (1.0 - src.w) * dst.w);
}
vec4 ComposeTwo_Stage1_c1_c0_c1_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = vec4(_input.xyz, 1.0);
_output = blend_difference(ColorMatrixFragmentProcessor_Stage1_c1_c0_c1_c0_c0_c0(inputColor), ClampFragmentProcessor_Stage1_c1_c0_c1_c0_c1_c0(inputColor));
_output *= _input.w;
return _output;
}
vec4 ComposeTwo_Stage1_c1_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = vec4(_input.xyz, 1.0);
_output = blend_src_atop(RRectBlurEffect_Stage1_c1_c0_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0_c1_c0(inputColor));
_output *= _input.w;
return _output;
}
vec4 blend_dst_over(vec4 src, vec4 dst) {
return (1.0 - dst.w) * src + dst;
}
void main() {
vec4 outputColor_Stage0;
vec4 outputCoverage_Stage0;
{
vec4 circleEdge;
circleEdge = vinCircleEdge_Stage0;
outputColor_Stage0 = vinColor_Stage0;
float d = length(circleEdge.xy);
float distanceToOuterEdge = circleEdge.z * (1.0 - d);
float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0);
outputCoverage_Stage0 = vec4(edgeAlpha);
}
vec4 output_Stage1;
{
vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
output_Stage1 = blend_dst_over(ComposeTwo_Stage1_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0(inputColor));
output_Stage1 *= outputColor_Stage0.w;
}
{
sk_FragColor = outputCoverage_Stage0 * output_Stage1;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec2 inPosition;
in vec4 inColor;
in vec4 inCircleEdge;
noperspective out vec4 vinCircleEdge_Stage0;
noperspective out vec4 vinColor_Stage0;
noperspective out vec2 vTransformedCoords_0_Stage0;
void main() {
vinCircleEdge_Stage0 = inCircleEdge;
vinColor_Stage0 = inColor;
vec2 pos2 = inPosition;
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy;
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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