1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
|
[require]
GLSL >= 1.40
GL_KHR_blend_equation_advanced
[fragment shader]
#version 140
#extension GL_KHR_blend_equation_advanced : require
#extension GL_ARB_fragment_coord_conventions : require
layout(origin_upper_left) in vec4 gl_FragCoord;
out vec4 sk_FragColor;
layout (blend_support_all_equations) out ;
uniform vec2 ubaseFrequency_Stage1_c0_c0_c1_c0;
uniform float uz_Stage1_c0_c0_c1_c0;
uniform vec4 urectH_Stage1_c1_c0;
uniform float uinvSixSigma_Stage1_c1_c0;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_1_Stage1;
uniform sampler2D uTextureSampler_2_Stage1;
uniform sampler2D uTextureSampler_3_Stage1;
noperspective in vec2 vTransformedCoords_0_Stage0;
vec4 ColorTableEffect_Stage1_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
float nonZeroAlpha = max(_input.w, 9.9999997473787516e-05);
vec4 coord = vec4(_input.xyz / nonZeroAlpha, nonZeroAlpha);
coord = coord * 0.9960939884185791 + vec4(0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579);
_output.w = texture(uTextureSampler_0_Stage1, vec2(coord.w, 0.125)).w;
_output.x = texture(uTextureSampler_0_Stage1, vec2(coord.x, 0.375)).w;
_output.y = texture(uTextureSampler_0_Stage1, vec2(coord.y, 0.625)).w;
_output.z = texture(uTextureSampler_0_Stage1, vec2(coord.z, 0.875)).w;
_output.xyz *= _output.w;
return _output;
}
vec3 fade_Stage1_c0_c0_c1_c0(vec3 t) {
return ((t * t) * t) * (t * (t * 6.0 - 15.0) + 10.0);
}
float perm_Stage1_c0_c0_c1_c0(float x) {
return texture(uTextureSampler_1_Stage1, vec2(fract(x / 256.0), 0.0)).x * 255.0;
}
float grad_Stage1_c0_c0_c1_c0(float x, vec3 p) {
return dot(texture(uTextureSampler_2_Stage1, vec2(fract(x / 16.0), 0.0)).xyz * 255.0 - vec3(1.0), p);
}
float lerp_Stage1_c0_c0_c1_c0(float a, float b, float w) {
return a + w * (b - a);
}
float noise_Stage1_c0_c0_c1_c0(vec3 p) {
vec3 P = mod(floor(p), 256.0);
p -= floor(p);
vec3 f = fade_Stage1_c0_c0_c1_c0(p);
float A = perm_Stage1_c0_c0_c1_c0(P.x) + P.y;
float AA = perm_Stage1_c0_c0_c1_c0(A) + P.z;
float AB = perm_Stage1_c0_c0_c1_c0(A + 1.0) + P.z;
float B = perm_Stage1_c0_c0_c1_c0(P.x + 1.0) + P.y;
float BA = perm_Stage1_c0_c0_c1_c0(B) + P.z;
float BB = perm_Stage1_c0_c0_c1_c0(B + 1.0) + P.z;
float result = lerp_Stage1_c0_c0_c1_c0(lerp_Stage1_c0_c0_c1_c0(lerp_Stage1_c0_c0_c1_c0(grad_Stage1_c0_c0_c1_c0(perm_Stage1_c0_c0_c1_c0(AA), p), grad_Stage1_c0_c0_c1_c0(perm_Stage1_c0_c0_c1_c0(BA), p + vec3(-1.0, 0.0, 0.0)), f.x), lerp_Stage1_c0_c0_c1_c0(grad_Stage1_c0_c0_c1_c0(perm_Stage1_c0_c0_c1_c0(AB), p + vec3(0.0, -1.0, 0.0)), grad_Stage1_c0_c0_c1_c0(perm_Stage1_c0_c0_c1_c0(BB), p + vec3(-1.0, -1.0, 0.0)), f.x), f.y), lerp_Stage1_c0_c0_c1_c0(lerp_Stage1_c0_c0_c1_c0(grad_Stage1_c0_c0_c1_c0(perm_Stage1_c0_c0_c1_c0(AA + 1.0), p + vec3(0.0, 0.0, -1.0)), grad_Stage1_c0_c0_c1_c0(perm_Stage1_c0_c0_c1_c0(BA + 1.0), p + vec3(-1.0, 0.0, -1.0)), f.x), lerp_Stage1_c0_c0_c1_c0(grad_Stage1_c0_c0_c1_c0(perm_Stage1_c0_c0_c1_c0(AB + 1.0), p + vec3(0.0, -1.0, -1.0)), grad_Stage1_c0_c0_c1_c0(perm_Stage1_c0_c0_c1_c0(BB + 1.0), p + vec3(-1.0, -1.0, -1.0)), f.x), f.y), f.z);
return result;
}
float noiseOctaves_Stage1_c0_c0_c1_c0(vec3 p) {
float result = 0.0;
float ratio = 1.0;
for (float i = 0.0;i < 7.0; i++) {
result += noise_Stage1_c0_c0_c1_c0(p) / ratio;
p *= 2.0;
ratio *= 2.0;
}
return (result + 1.0) / 2.0;
}
vec4 ImprovedPerlinNoise_Stage1_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
vec2 coords = vTransformedCoords_0_Stage0 * ubaseFrequency_Stage1_c0_c0_c1_c0;
float r = noiseOctaves_Stage1_c0_c0_c1_c0(vec3(coords, uz_Stage1_c0_c0_c1_c0));
float g = noiseOctaves_Stage1_c0_c0_c1_c0(vec3(coords, uz_Stage1_c0_c0_c1_c0));
float b = noiseOctaves_Stage1_c0_c0_c1_c0(vec3(coords, uz_Stage1_c0_c0_c1_c0));
float a = noiseOctaves_Stage1_c0_c0_c1_c0(vec3(coords, uz_Stage1_c0_c0_c1_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 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_c0_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = vec4(_input.xyz, 1.0);
_output = blend_difference(ColorTableEffect_Stage1_c0_c0_c0_c0(inputColor), ImprovedPerlinNoise_Stage1_c0_c0_c1_c0(inputColor));
_output *= _input.w;
return _output;
}
vec4 RectBlurEffect_Stage1_c1_c0(vec4 _input) {
vec4 _output;
float xCoverage, yCoverage;
{
float x, y;
{
x = max(urectH_Stage1_c1_c0.x - gl_FragCoord.x, gl_FragCoord.x - urectH_Stage1_c1_c0.z);
y = max(urectH_Stage1_c1_c0.y - gl_FragCoord.y, gl_FragCoord.y - urectH_Stage1_c1_c0.w);
}
xCoverage = texture(uTextureSampler_3_Stage1, vec2(x * uinvSixSigma_Stage1_c1_c0, 0.5)).w;
yCoverage = texture(uTextureSampler_3_Stage1, vec2(y * uinvSixSigma_Stage1_c1_c0, 0.5)).w;
_output = (_input * xCoverage) * yCoverage;
}
_output = (_input * xCoverage) * yCoverage;
return _output;
}
vec4 blend_dst_out(vec4 src, vec4 dst) {
return (1.0 - src.w) * dst;
}
void main() {
vec4 output_Stage1;
{
vec4 inputColor = vec4(vec4(1.0).xyz, 1.0);
output_Stage1 = blend_dst_out(ComposeTwo_Stage1_c0_c0(inputColor), RectBlurEffect_Stage1_c1_c0(inputColor));
}
{
sk_FragColor = output_Stage1;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec2 position;
in vec2 localCoord;
noperspective out vec2 vTransformedCoords_0_Stage0;
void main() {
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy;
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);
}
|