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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 vec3 uedges_Stage1_c0_c0_c0_c0_c1_c0[5];
uniform vec4 ucolor_Stage1_c0_c0_c1_c0_c0_c0;
uniform vec4 ucolor0_Stage1_c0_c0_c1_c0_c1_c0;
uniform vec4 ucolor1_Stage1_c0_c0_c1_c0_c1_c0;
uniform vec4 ucolor2_Stage1_c0_c0_c1_c0_c1_c0;
uniform vec4 ucolor3_Stage1_c0_c0_c1_c0_c1_c0;
uniform vec4 ucolor4_Stage1_c0_c0_c1_c0_c1_c0;
uniform vec4 ucolor5_Stage1_c0_c0_c1_c0_c1_c0;
uniform vec2 ubaseFrequency_Stage1_c1_c0_c0_c0_c0_c0;
uniform float uz_Stage1_c1_c0_c0_c0_c0_c0;
uniform vec4 urectH_Stage1_c1_c0_c0_c0_c1_c0;
uniform float uinvSixSigma_Stage1_c1_c0_c0_c0_c1_c0;
uniform vec2 uImageIncrement_Stage1_c1_c0_c1_c0_c0_c0;
uniform vec2 uBounds_Stage1_c1_c0_c1_c0_c0_c0;
uniform vec4 uKernel_Stage1_c1_c0_c1_c0_c0_c0[6];
uniform float uinnerThreshold_Stage1_c1_c0_c1_c0_c1_c0;
uniform float uouterThreshold_Stage1_c1_c0_c1_c0_c1_c0;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_1_Stage1;
uniform sampler2D uTextureSampler_2_Stage1;
uniform sampler2D uTextureSampler_3_Stage1;
uniform sampler2D uTextureSampler_4_Stage1;
noperspective in vec2 vEllipseOffsets_Stage0;
noperspective in vec4 vEllipseRadii_Stage0;
noperspective in vec4 vinColor_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;
vec4 ConfigConversionEffect_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
_output = floor(_input * 255.0 + 0.5) / 255.0;
{
_output.xyz = _output.w <= 0.0 ? vec3(0.0) : floor((_output.xyz / _output.w) * 255.0 + 0.5) / 255.0;
}
return _output;
}
vec4 ConvexPoly_Stage1_c0_c0_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
float alpha = 1.0;
float edge;
edge = dot(uedges_Stage1_c0_c0_c0_c0_c1_c0[0], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
edge = edge >= 0.5 ? 1.0 : 0.0;
alpha *= edge;
edge = dot(uedges_Stage1_c0_c0_c0_c0_c1_c0[1], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
edge = edge >= 0.5 ? 1.0 : 0.0;
alpha *= edge;
edge = dot(uedges_Stage1_c0_c0_c0_c0_c1_c0[2], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
edge = edge >= 0.5 ? 1.0 : 0.0;
alpha *= edge;
edge = dot(uedges_Stage1_c0_c0_c0_c0_c1_c0[3], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
edge = edge >= 0.5 ? 1.0 : 0.0;
alpha *= edge;
edge = dot(uedges_Stage1_c0_c0_c0_c0_c1_c0[4], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
edge = edge >= 0.5 ? 1.0 : 0.0;
alpha *= edge;
alpha = 1.0 - alpha;
_output = _input * alpha;
return _output;
}
float _blend_color_saturation(vec3 color) {
return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z);
}
vec3 _blend_set_color_saturation_helper(vec3 minMidMax, float sat) {
if (minMidMax.x < minMidMax.z) {
return vec3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat);
}
return vec3(0.0);
}
vec3 _blend_set_color_saturation(vec3 hueLumColor, vec3 satColor) {
float sat = _blend_color_saturation(satColor);
if (hueLumColor.x <= hueLumColor.y) {
if (hueLumColor.y <= hueLumColor.z) {
hueLumColor.xyz = _blend_set_color_saturation_helper(hueLumColor, sat);
} else if (hueLumColor.x <= hueLumColor.z) {
hueLumColor.xzy = _blend_set_color_saturation_helper(hueLumColor.xzy, sat);
} else {
hueLumColor.zxy = _blend_set_color_saturation_helper(hueLumColor.zxy, sat);
}
} else if (hueLumColor.x <= hueLumColor.z) {
hueLumColor.yxz = _blend_set_color_saturation_helper(hueLumColor.yxz, sat);
} else if (hueLumColor.y <= hueLumColor.z) {
hueLumColor.yzx = _blend_set_color_saturation_helper(hueLumColor.yzx, sat);
} else {
hueLumColor.zyx = _blend_set_color_saturation_helper(hueLumColor.zyx, sat);
}
return hueLumColor;
}
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_saturation(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(_blend_set_color_saturation(dsa, sda), alpha, dsa) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha);
}
vec4 ComposeTwo_Stage1_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = vec4(_input.xyz, 1.0);
_output = blend_saturation(ConfigConversionEffect_Stage1_c0_c0_c0_c0_c0_c0(inputColor), ConvexPoly_Stage1_c0_c0_c0_c0_c1_c0(inputColor));
_output *= _input.w;
return _output;
}
vec4 ConstColorProcessor_Stage1_c0_c0_c1_c0_c0_c0(vec4 _input) {
vec4 _output;
{
_output = _input.w * ucolor_Stage1_c0_c0_c1_c0_c0_c0;
}
return _output;
}
vec4 Overdraw_Stage1_c0_c0_c1_c0_c1_c0(vec4 _input) {
vec4 _output;
_output = _input;
float alpha = 255.0 * _output.w;
if (alpha < 0.5) {
_output = ucolor0_Stage1_c0_c0_c1_c0_c1_c0;
} else if (alpha < 1.5) {
_output = ucolor1_Stage1_c0_c0_c1_c0_c1_c0;
} else if (alpha < 2.5) {
_output = ucolor2_Stage1_c0_c0_c1_c0_c1_c0;
} else if (alpha < 3.5) {
_output = ucolor3_Stage1_c0_c0_c1_c0_c1_c0;
} else if (alpha < 4.5) {
_output = ucolor4_Stage1_c0_c0_c1_c0_c1_c0;
} else {
_output = ucolor5_Stage1_c0_c0_c1_c0_c1_c0;
}
return _output;
}
vec4 blend_multiply(vec4 src, vec4 dst) {
return vec4(((1.0 - src.w) * dst.xyz + (1.0 - dst.w) * src.xyz) + src.xyz * dst.xyz, src.w + (1.0 - src.w) * dst.w);
}
vec4 ComposeTwo_Stage1_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = vec4(_input.xyz, 1.0);
_output = blend_multiply(ConstColorProcessor_Stage1_c0_c0_c1_c0_c0_c0(inputColor), Overdraw_Stage1_c0_c0_c1_c0_c1_c0(inputColor));
_output *= _input.w;
return _output;
}
vec4 blend_xor(vec4 src, vec4 dst) {
return (1.0 - 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_xor(ComposeTwo_Stage1_c0_c0_c0_c0(inputColor), ComposeTwo_Stage1_c0_c0_c1_c0(inputColor));
_output *= _input.w;
return _output;
}
vec3 fade_Stage1_c1_c0_c0_c0_c0_c0(vec3 t) {
return ((t * t) * t) * (t * (t * 6.0 - 15.0) + 10.0);
}
float perm_Stage1_c1_c0_c0_c0_c0_c0(float x) {
return texture(uTextureSampler_0_Stage1, vec2(fract(x / 256.0), 0.0)).x * 255.0;
}
float grad_Stage1_c1_c0_c0_c0_c0_c0(float x, vec3 p) {
return dot(texture(uTextureSampler_1_Stage1, vec2(fract(x / 16.0), 0.0)).xyz * 255.0 - vec3(1.0), p);
}
float lerp_Stage1_c1_c0_c0_c0_c0_c0(float a, float b, float w) {
return a + w * (b - a);
}
float noise_Stage1_c1_c0_c0_c0_c0_c0(vec3 p) {
vec3 P = mod(floor(p), 256.0);
p -= floor(p);
vec3 f = fade_Stage1_c1_c0_c0_c0_c0_c0(p);
float A = perm_Stage1_c1_c0_c0_c0_c0_c0(P.x) + P.y;
float AA = perm_Stage1_c1_c0_c0_c0_c0_c0(A) + P.z;
float AB = perm_Stage1_c1_c0_c0_c0_c0_c0(A + 1.0) + P.z;
float B = perm_Stage1_c1_c0_c0_c0_c0_c0(P.x + 1.0) + P.y;
float BA = perm_Stage1_c1_c0_c0_c0_c0_c0(B) + P.z;
float BB = perm_Stage1_c1_c0_c0_c0_c0_c0(B + 1.0) + P.z;
float result = lerp_Stage1_c1_c0_c0_c0_c0_c0(lerp_Stage1_c1_c0_c0_c0_c0_c0(lerp_Stage1_c1_c0_c0_c0_c0_c0(grad_Stage1_c1_c0_c0_c0_c0_c0(perm_Stage1_c1_c0_c0_c0_c0_c0(AA), p), grad_Stage1_c1_c0_c0_c0_c0_c0(perm_Stage1_c1_c0_c0_c0_c0_c0(BA), p + vec3(-1.0, 0.0, 0.0)), f.x), lerp_Stage1_c1_c0_c0_c0_c0_c0(grad_Stage1_c1_c0_c0_c0_c0_c0(perm_Stage1_c1_c0_c0_c0_c0_c0(AB), p + vec3(0.0, -1.0, 0.0)), grad_Stage1_c1_c0_c0_c0_c0_c0(perm_Stage1_c1_c0_c0_c0_c0_c0(BB), p + vec3(-1.0, -1.0, 0.0)), f.x), f.y), lerp_Stage1_c1_c0_c0_c0_c0_c0(lerp_Stage1_c1_c0_c0_c0_c0_c0(grad_Stage1_c1_c0_c0_c0_c0_c0(perm_Stage1_c1_c0_c0_c0_c0_c0(AA + 1.0), p + vec3(0.0, 0.0, -1.0)), grad_Stage1_c1_c0_c0_c0_c0_c0(perm_Stage1_c1_c0_c0_c0_c0_c0(BA + 1.0), p + vec3(-1.0, 0.0, -1.0)), f.x), lerp_Stage1_c1_c0_c0_c0_c0_c0(grad_Stage1_c1_c0_c0_c0_c0_c0(perm_Stage1_c1_c0_c0_c0_c0_c0(AB + 1.0), p + vec3(0.0, -1.0, -1.0)), grad_Stage1_c1_c0_c0_c0_c0_c0(perm_Stage1_c1_c0_c0_c0_c0_c0(BB + 1.0), p + vec3(-1.0, -1.0, -1.0)), f.x), f.y), f.z);
return result;
}
float noiseOctaves_Stage1_c1_c0_c0_c0_c0_c0(vec3 p) {
float result = 0.0;
float ratio = 1.0;
for (float i = 0.0;i < 2.0; i++) {
result += noise_Stage1_c1_c0_c0_c0_c0_c0(p) / ratio;
p *= 2.0;
ratio *= 2.0;
}
return (result + 1.0) / 2.0;
}
vec4 ImprovedPerlinNoise_Stage1_c1_c0_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
vec2 coords = vTransformedCoords_1_Stage0 * ubaseFrequency_Stage1_c1_c0_c0_c0_c0_c0;
float r = noiseOctaves_Stage1_c1_c0_c0_c0_c0_c0(vec3(coords, uz_Stage1_c1_c0_c0_c0_c0_c0));
float g = noiseOctaves_Stage1_c1_c0_c0_c0_c0_c0(vec3(coords, uz_Stage1_c1_c0_c0_c0_c0_c0));
float b = noiseOctaves_Stage1_c1_c0_c0_c0_c0_c0(vec3(coords, uz_Stage1_c1_c0_c0_c0_c0_c0));
float a = noiseOctaves_Stage1_c1_c0_c0_c0_c0_c0(vec3(coords, uz_Stage1_c1_c0_c0_c0_c0_c0));
_output = vec4(r, g, b, a);
_output = clamp(_output, 0.0, 1.0);
_output = vec4(_output.xyz * _output.www, _output.w);
return _output;
}
vec4 RectBlurEffect_Stage1_c1_c0_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
float xCoverage, yCoverage;
{
float x, y;
{
x = max(urectH_Stage1_c1_c0_c0_c0_c1_c0.x - gl_FragCoord.x, gl_FragCoord.x - urectH_Stage1_c1_c0_c0_c0_c1_c0.z);
y = max(urectH_Stage1_c1_c0_c0_c0_c1_c0.y - gl_FragCoord.y, gl_FragCoord.y - urectH_Stage1_c1_c0_c0_c0_c1_c0.w);
}
xCoverage = texture(uTextureSampler_2_Stage1, vec2(x * uinvSixSigma_Stage1_c1_c0_c0_c0_c1_c0, 0.5)).w;
yCoverage = texture(uTextureSampler_2_Stage1, vec2(y * uinvSixSigma_Stage1_c1_c0_c0_c0_c1_c0, 0.5)).w;
_output = (_input * xCoverage) * yCoverage;
}
_output = (_input * xCoverage) * yCoverage;
return _output;
}
vec4 blend_src_in(vec4 src, vec4 dst) {
return src * dst.w;
}
vec4 ComposeTwo_Stage1_c1_c0_c0_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = vec4(_input.xyz, 1.0);
_output = blend_src_in(ImprovedPerlinNoise_Stage1_c1_c0_c0_c0_c0_c0(inputColor), RectBlurEffect_Stage1_c1_c0_c0_c0_c1_c0(inputColor));
_output *= _input.w;
return _output;
}
vec4 GaussianConvolution_Stage1_c1_c0_c1_c0_c0_c0(vec4 _input) {
vec4 _output;
_output = vec4(0.0, 0.0, 0.0, 0.0);
vec2 coord = vTransformedCoords_2_Stage0 - 10.0 * uImageIncrement_Stage1_c1_c0_c1_c0_c0_c0;
vec2 coordSampled = vec2(0.0, 0.0);
coordSampled = coord;
coordSampled.x = mod(coord.x - uBounds_Stage1_c1_c0_c1_c0_c0_c0.x, uBounds_Stage1_c1_c0_c1_c0_c0_c0.y - uBounds_Stage1_c1_c0_c1_c0_c0_c0.x) + uBounds_Stage1_c1_c0_c1_c0_c0_c0.x;
_output += texture(uTextureSampler_3_Stage1, coordSampled) * uKernel_Stage1_c1_c0_c1_c0_c0_c0[0].x;
coord += uImageIncrement_Stage1_c1_c0_c1_c0_c0_c0;
coordSampled = coord;
coordSampled.x = mod(coord.x - uBounds_Stage1_c1_c0_c1_c0_c0_c0.x, uBounds_Stage1_c1_c0_c1_c0_c0_c0.y - uBounds_Stage1_c1_c0_c1_c0_c0_c0.x) + uBounds_Stage1_c1_c0_c1_c0_c0_c0.x;
_output += texture(uTextureSampler_3_Stage1, coordSampled) * uKernel_Stage1_c1_c0_c1_c0_c0_c0[0].y;
coord += uImageIncrement_Stage1_c1_c0_c1_c0_c0_c0;
coordSampled = coord;
coordSampled.x = mod(coord.x - uBounds_Stage1_c1_c0_c1_c0_c0_c0.x, uBounds_Stage1_c1_c0_c1_c0_c0_c0.y - uBounds_Stage1_c1_c0_c1_c0_c0_c0.x) + uBounds_Stage1_c1_c0_c1_c0_c0_c0.x;
_output += texture(uTextureSampler_3_Stage1, coordSampled) * uKernel_Stage1_c1_c0_c1_c0_c0_c0[0].z;
coord += uImageIncrement_Stage1_c1_c0_c1_c0_c0_c0;
coordSampled = coord;
coordSampled.x = mod(coord.x - uBounds_Stage1_c1_c0_c1_c0_c0_c0.x, uBounds_Stage1_c1_c0_c1_c0_c0_c0.y - uBounds_Stage1_c1_c0_c1_c0_c0_c0.x) + uBounds_Stage1_c1_c0_c1_c0_c0_c0.x;
_output += texture(uTextureSampler_3_Stage1, coordSampled) * uKernel_Stage1_c1_c0_c1_c0_c0_c0[0].w;
coord += uImageIncrement_Stage1_c1_c0_c1_c0_c0_c0;
coordSampled = coord;
coordSampled.x = mod(coord.x - uBounds_Stage1_c1_c0_c1_c0_c0_c0.x, uBounds_Stage1_c1_c0_c1_c0_c0_c0.y - uBounds_Stage1_c1_c0_c1_c0_c0_c0.x) + uBounds_Stage1_c1_c0_c1_c0_c0_c0.x;
_output += texture(uTextureSampler_3_Stage1, coordSampled) * uKernel_Stage1_c1_c0_c1_c0_c0_c0[1].x;
coord += uImageIncrement_Stage1_c1_c0_c1_c0_c0_c0;
coordSampled = coord;
coordSampled.x = mod(coord.x - uBounds_Stage1_c1_c0_c1_c0_c0_c0.x, uBounds_Stage1_c1_c0_c1_c0_c0_c0.y - uBounds_Stage1_c1_c0_c1_c0_c0_c0.x) + uBounds_Stage1_c1_c0_c1_c0_c0_c0.x;
_output += texture(uTextureSampler_3_Stage1, coordSampled) * uKernel_Stage1_c1_c0_c1_c0_c0_c0[1].y;
coord += uImageIncrement_Stage1_c1_c0_c1_c0_c0_c0;
coordSampled = coord;
coordSampled.x = mod(coord.x - uBounds_Stage1_c1_c0_c1_c0_c0_c0.x, uBounds_Stage1_c1_c0_c1_c0_c0_c0.y - uBounds_Stage1_c1_c0_c1_c0_c0_c0.x) + uBounds_Stage1_c1_c0_c1_c0_c0_c0.x;
_output += texture(uTextureSampler_3_Stage1, coordSampled) * uKernel_Stage1_c1_c0_c1_c0_c0_c0[1].z;
coord += uImageIncrement_Stage1_c1_c0_c1_c0_c0_c0;
coordSampled = coord;
coordSampled.x = mod(coord.x - uBounds_Stage1_c1_c0_c1_c0_c0_c0.x, uBounds_Stage1_c1_c0_c1_c0_c0_c0.y - uBounds_Stage1_c1_c0_c1_c0_c0_c0.x) + uBounds_Stage1_c1_c0_c1_c0_c0_c0.x;
_output += texture(uTextureSampler_3_Stage1, coordSampled) * uKernel_Stage1_c1_c0_c1_c0_c0_c0[1].w;
coord += uImageIncrement_Stage1_c1_c0_c1_c0_c0_c0;
coordSampled = coord;
coordSampled.x = mod(coord.x - uBounds_Stage1_c1_c0_c1_c0_c0_c0.x, uBounds_Stage1_c1_c0_c1_c0_c0_c0.y - uBounds_Stage1_c1_c0_c1_c0_c0_c0.x) + uBounds_Stage1_c1_c0_c1_c0_c0_c0.x;
_output += texture(uTextureSampler_3_Stage1, coordSampled) * uKernel_Stage1_c1_c0_c1_c0_c0_c0[2].x;
coord += uImageIncrement_Stage1_c1_c0_c1_c0_c0_c0;
coordSampled = coord;
coordSampled.x = mod(coord.x - uBounds_Stage1_c1_c0_c1_c0_c0_c0.x, uBounds_Stage1_c1_c0_c1_c0_c0_c0.y - uBounds_Stage1_c1_c0_c1_c0_c0_c0.x) + uBounds_Stage1_c1_c0_c1_c0_c0_c0.x;
_output += texture(uTextureSampler_3_Stage1, coordSampled) * uKernel_Stage1_c1_c0_c1_c0_c0_c0[2].y;
coord += uImageIncrement_Stage1_c1_c0_c1_c0_c0_c0;
coordSampled = coord;
coordSampled.x = mod(coord.x - uBounds_Stage1_c1_c0_c1_c0_c0_c0.x, uBounds_Stage1_c1_c0_c1_c0_c0_c0.y - uBounds_Stage1_c1_c0_c1_c0_c0_c0.x) + uBounds_Stage1_c1_c0_c1_c0_c0_c0.x;
_output += texture(uTextureSampler_3_Stage1, coordSampled) * uKernel_Stage1_c1_c0_c1_c0_c0_c0[2].z;
coord += uImageIncrement_Stage1_c1_c0_c1_c0_c0_c0;
coordSampled = coord;
coordSampled.x = mod(coord.x - uBounds_Stage1_c1_c0_c1_c0_c0_c0.x, uBounds_Stage1_c1_c0_c1_c0_c0_c0.y - uBounds_Stage1_c1_c0_c1_c0_c0_c0.x) + uBounds_Stage1_c1_c0_c1_c0_c0_c0.x;
_output += texture(uTextureSampler_3_Stage1, coordSampled) * uKernel_Stage1_c1_c0_c1_c0_c0_c0[2].w;
coord += uImageIncrement_Stage1_c1_c0_c1_c0_c0_c0;
coordSampled = coord;
coordSampled.x = mod(coord.x - uBounds_Stage1_c1_c0_c1_c0_c0_c0.x, uBounds_Stage1_c1_c0_c1_c0_c0_c0.y - uBounds_Stage1_c1_c0_c1_c0_c0_c0.x) + uBounds_Stage1_c1_c0_c1_c0_c0_c0.x;
_output += texture(uTextureSampler_3_Stage1, coordSampled) * uKernel_Stage1_c1_c0_c1_c0_c0_c0[3].x;
coord += uImageIncrement_Stage1_c1_c0_c1_c0_c0_c0;
coordSampled = coord;
coordSampled.x = mod(coord.x - uBounds_Stage1_c1_c0_c1_c0_c0_c0.x, uBounds_Stage1_c1_c0_c1_c0_c0_c0.y - uBounds_Stage1_c1_c0_c1_c0_c0_c0.x) + uBounds_Stage1_c1_c0_c1_c0_c0_c0.x;
_output += texture(uTextureSampler_3_Stage1, coordSampled) * uKernel_Stage1_c1_c0_c1_c0_c0_c0[3].y;
coord += uImageIncrement_Stage1_c1_c0_c1_c0_c0_c0;
coordSampled = coord;
coordSampled.x = mod(coord.x - uBounds_Stage1_c1_c0_c1_c0_c0_c0.x, uBounds_Stage1_c1_c0_c1_c0_c0_c0.y - uBounds_Stage1_c1_c0_c1_c0_c0_c0.x) + uBounds_Stage1_c1_c0_c1_c0_c0_c0.x;
_output += texture(uTextureSampler_3_Stage1, coordSampled) * uKernel_Stage1_c1_c0_c1_c0_c0_c0[3].z;
coord += uImageIncrement_Stage1_c1_c0_c1_c0_c0_c0;
coordSampled = coord;
coordSampled.x = mod(coord.x - uBounds_Stage1_c1_c0_c1_c0_c0_c0.x, uBounds_Stage1_c1_c0_c1_c0_c0_c0.y - uBounds_Stage1_c1_c0_c1_c0_c0_c0.x) + uBounds_Stage1_c1_c0_c1_c0_c0_c0.x;
_output += texture(uTextureSampler_3_Stage1, coordSampled) * uKernel_Stage1_c1_c0_c1_c0_c0_c0[3].w;
coord += uImageIncrement_Stage1_c1_c0_c1_c0_c0_c0;
coordSampled = coord;
coordSampled.x = mod(coord.x - uBounds_Stage1_c1_c0_c1_c0_c0_c0.x, uBounds_Stage1_c1_c0_c1_c0_c0_c0.y - uBounds_Stage1_c1_c0_c1_c0_c0_c0.x) + uBounds_Stage1_c1_c0_c1_c0_c0_c0.x;
_output += texture(uTextureSampler_3_Stage1, coordSampled) * uKernel_Stage1_c1_c0_c1_c0_c0_c0[4].x;
coord += uImageIncrement_Stage1_c1_c0_c1_c0_c0_c0;
coordSampled = coord;
coordSampled.x = mod(coord.x - uBounds_Stage1_c1_c0_c1_c0_c0_c0.x, uBounds_Stage1_c1_c0_c1_c0_c0_c0.y - uBounds_Stage1_c1_c0_c1_c0_c0_c0.x) + uBounds_Stage1_c1_c0_c1_c0_c0_c0.x;
_output += texture(uTextureSampler_3_Stage1, coordSampled) * uKernel_Stage1_c1_c0_c1_c0_c0_c0[4].y;
coord += uImageIncrement_Stage1_c1_c0_c1_c0_c0_c0;
coordSampled = coord;
coordSampled.x = mod(coord.x - uBounds_Stage1_c1_c0_c1_c0_c0_c0.x, uBounds_Stage1_c1_c0_c1_c0_c0_c0.y - uBounds_Stage1_c1_c0_c1_c0_c0_c0.x) + uBounds_Stage1_c1_c0_c1_c0_c0_c0.x;
_output += texture(uTextureSampler_3_Stage1, coordSampled) * uKernel_Stage1_c1_c0_c1_c0_c0_c0[4].z;
coord += uImageIncrement_Stage1_c1_c0_c1_c0_c0_c0;
coordSampled = coord;
coordSampled.x = mod(coord.x - uBounds_Stage1_c1_c0_c1_c0_c0_c0.x, uBounds_Stage1_c1_c0_c1_c0_c0_c0.y - uBounds_Stage1_c1_c0_c1_c0_c0_c0.x) + uBounds_Stage1_c1_c0_c1_c0_c0_c0.x;
_output += texture(uTextureSampler_3_Stage1, coordSampled) * uKernel_Stage1_c1_c0_c1_c0_c0_c0[4].w;
coord += uImageIncrement_Stage1_c1_c0_c1_c0_c0_c0;
coordSampled = coord;
coordSampled.x = mod(coord.x - uBounds_Stage1_c1_c0_c1_c0_c0_c0.x, uBounds_Stage1_c1_c0_c1_c0_c0_c0.y - uBounds_Stage1_c1_c0_c1_c0_c0_c0.x) + uBounds_Stage1_c1_c0_c1_c0_c0_c0.x;
_output += texture(uTextureSampler_3_Stage1, coordSampled) * uKernel_Stage1_c1_c0_c1_c0_c0_c0[5].x;
coord += uImageIncrement_Stage1_c1_c0_c1_c0_c0_c0;
_output *= _input;
return _output;
}
vec4 AlphaThresholdFragmentProcessor_Stage1_c1_c0_c1_c0_c1_c0(vec4 _input) {
vec4 _output;
vec4 color = _input;
vec4 mask_color = texture(uTextureSampler_4_Stage1, vTransformedCoords_3_Stage0);
if (mask_color.w < 0.5) {
if (color.w > uouterThreshold_Stage1_c1_c0_c1_c0_c1_c0) {
float scale = uouterThreshold_Stage1_c1_c0_c1_c0_c1_c0 / color.w;
color.xyz *= scale;
color.w = uouterThreshold_Stage1_c1_c0_c1_c0_c1_c0;
}
} else if (color.w < uinnerThreshold_Stage1_c1_c0_c1_c0_c1_c0) {
float scale = uinnerThreshold_Stage1_c1_c0_c1_c0_c1_c0 / max(0.0010000000474974513, color.w);
color.xyz *= scale;
color.w = uinnerThreshold_Stage1_c1_c0_c1_c0_c1_c0;
}
_output = color;
return _output;
}
float _guarded_divide(float n, float d) {
return n / d;
}
float _color_dodge_component(float sc, float sa, float dc, float da) {
if (dc == 0.0) {
return sc * (1.0 - da);
} else {
float d = sa - sc;
if (d == 0.0) {
return (sa * da + sc * (1.0 - da)) + dc * (1.0 - sa);
}
d = min(da, _guarded_divide(dc * sa, d));
return (d * sa + sc * (1.0 - da)) + dc * (1.0 - sa);
}
}
vec4 blend_color_dodge(vec4 src, vec4 dst) {
return vec4(_color_dodge_component(src.x, src.w, dst.x, dst.w), _color_dodge_component(src.y, src.w, dst.y, dst.w), _color_dodge_component(src.z, src.w, dst.z, dst.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_color_dodge(GaussianConvolution_Stage1_c1_c0_c1_c0_c0_c0(inputColor), AlphaThresholdFragmentProcessor_Stage1_c1_c0_c1_c0_c1_c0(inputColor));
_output *= _input.w;
return _output;
}
vec4 blend_src_over(vec4 src, vec4 dst) {
return src + (1.0 - src.w) * dst;
}
vec4 blend_darken(vec4 src, vec4 dst) {
vec4 result = blend_src_over(src, dst);
result.xyz = min(result.xyz, (1.0 - dst.w) * src.xyz + dst.xyz);
return result;
}
vec4 ComposeTwo_Stage1_c1_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = vec4(_input.xyz, 1.0);
_output = blend_darken(ComposeTwo_Stage1_c1_c0_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0_c1_c0(inputColor));
_output *= _input.w;
return _output;
}
vec4 blend_hue(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(_blend_set_color_saturation(sda, dsa), alpha, dsa) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha);
}
void main() {
vec4 outputColor_Stage0;
vec4 outputCoverage_Stage0;
{
outputColor_Stage0 = vinColor_Stage0;
vec2 offset = vEllipseOffsets_Stage0;
float test = dot(offset, offset) - 1.0;
vec2 grad = (2.0 * offset) * vEllipseRadii_Stage0.xy;
float grad_dot = dot(grad, grad);
grad_dot = max(grad_dot, 1.1754999560161448e-38);
float invlen = inversesqrt(grad_dot);
float edgeAlpha = clamp(0.5 - test * invlen, 0.0, 1.0);
outputCoverage_Stage0 = vec4(edgeAlpha);
}
vec4 output_Stage1;
{
vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
output_Stage1 = blend_hue(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;
uniform mat3 uCoordTransformMatrix_1_Stage0;
uniform mat3 uCoordTransformMatrix_2_Stage0;
uniform mat3 uCoordTransformMatrix_3_Stage0;
in vec2 inPosition;
in vec4 inColor;
in vec2 inEllipseOffset;
in vec4 inEllipseRadii;
noperspective out vec2 vEllipseOffsets_Stage0;
noperspective out vec4 vEllipseRadii_Stage0;
noperspective out vec4 vinColor_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;
void main() {
vEllipseOffsets_Stage0 = inEllipseOffset;
vEllipseRadii_Stage0 = inEllipseRadii;
vinColor_Stage0 = inColor;
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;
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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