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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 float uSrcTF_Stage0[7];
uniform mat3 uColorXform_Stage0;
uniform float uDstTF_Stage0[7];
uniform vec2 uScale_Stage1_c0_c0_c0_c0_c1_c0;
uniform vec4 uTexDom_Stage1_c0_c0_c0_c0_c1_c0;
uniform vec3 uDecalParams_Stage1_c0_c0_c0_c0_c1_c0;
uniform vec4 ucircleData_Stage1_c0_c0_c1_c0_c1_c0;
uniform vec2 uImageIncrement_Stage1_c1_c0_c0_c0_c0_c0;
uniform vec4 uKernel_Stage1_c1_c0_c0_c0_c0_c0[3];
uniform vec2 uKernelOffset_Stage1_c1_c0_c0_c0_c0_c0;
uniform float uGain_Stage1_c1_c0_c0_c0_c0_c0;
uniform float uBias_Stage1_c1_c0_c0_c0_c0_c0;
uniform vec4 uTexDom_Stage1_c1_c0_c0_c0_c0_c0;
uniform vec3 uDecalParams_Stage1_c1_c0_c0_c0_c0_c0;
uniform float uinnerThreshold_Stage1_c1_c0_c1_c0;
uniform float uouterThreshold_Stage1_c1_c0_c1_c0;
uniform sampler2D uTextureSampler_0_Stage0;
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 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
noperspective in vec2 vTransformedCoords_2_Stage0;
noperspective in vec2 vTransformedCoords_3_Stage0;
noperspective in vec2 vtextureCoords_Stage0;
flat in vec4 vtextureDomain_Stage0;
flat in vec4 vcolor_Stage0;
float src_tf_Stage0(float x) {
float G = uSrcTF_Stage0[0];
float A = uSrcTF_Stage0[1];
float B = uSrcTF_Stage0[2];
float C = uSrcTF_Stage0[3];
float D = uSrcTF_Stage0[4];
float E = uSrcTF_Stage0[5];
float F = uSrcTF_Stage0[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_Stage0(float x) {
float G = uDstTF_Stage0[0];
float A = uDstTF_Stage0[1];
float B = uDstTF_Stage0[2];
float C = uDstTF_Stage0[3];
float D = uDstTF_Stage0[4];
float E = uDstTF_Stage0[5];
float F = uDstTF_Stage0[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_Stage0(vec4 color) {
color.xyz = uColorXform_Stage0 * color.xyz;
return color;
}
vec4 color_xform_Stage0(vec4 color) {
float nonZeroAlpha = max(color.w, 9.9999997473787516e-05);
color = vec4(color.xyz / nonZeroAlpha, nonZeroAlpha);
color.x = src_tf_Stage0(color.x);
color.y = src_tf_Stage0(color.y);
color.z = src_tf_Stage0(color.z);
color = gamut_xform_Stage0(color);
color.x = dst_tf_Stage0(color.x);
color.y = dst_tf_Stage0(color.y);
color.z = dst_tf_Stage0(color.z);
color.xyz *= color.w;
return color;
}
vec4 ClampFragmentProcessor_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
{
_output = clamp(_input, 0.0, 1.0);
}
return _output;
}
vec4 DisplacementMap_Stage1_c0_c0_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
vec4 dColor = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0);
dColor.xyz = dColor.w < 9.9999999747524271e-07 ? vec3(0.0) : clamp(dColor.xyz / dColor.w, 0.0, 1.0);
vec2 cCoords = vTransformedCoords_1_Stage0 + uScale_Stage1_c0_c0_c0_c0_c1_c0 * (dColor.zz - vec2(0.5));
{
vec2 origCoord = cCoords;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.zw);
vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.y);
if (err > uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c0_c0_c0_c0_c1_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_over(vec4 src, vec4 dst) {
return src + (1.0 - src.w) * dst;
}
vec4 ComposeTwo_Stage1_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = vec4(_input.xyz, 1.0);
_output = blend_src_over(ClampFragmentProcessor_Stage1_c0_c0_c0_c0_c0_c0(inputColor), DisplacementMap_Stage1_c0_c0_c0_c0_c1_c0(inputColor));
_output *= _input.w;
return _output;
}
vec4 ClampFragmentProcessor_Stage1_c0_c0_c1_c0_c0_c0(vec4 _input) {
vec4 _output;
{
float alpha = clamp(_input.w, 0.0, 1.0);
_output = vec4(clamp(_input.xyz, 0.0, alpha), alpha);
}
return _output;
}
vec4 CircleBlurFragmentProcessor_Stage1_c0_c0_c1_c0_c1_c0(vec4 _input) {
vec4 _output;
vec2 vec = vec2((gl_FragCoord.x - ucircleData_Stage1_c0_c0_c1_c0_c1_c0.x) * ucircleData_Stage1_c0_c0_c1_c0_c1_c0.w, (gl_FragCoord.y - ucircleData_Stage1_c0_c0_c1_c0_c1_c0.y) * ucircleData_Stage1_c0_c0_c1_c0_c1_c0.w);
float dist = length(vec) + (0.5 - ucircleData_Stage1_c0_c0_c1_c0_c1_c0.z) * ucircleData_Stage1_c0_c0_c1_c0_c1_c0.w;
_output = _input * texture(uTextureSampler_2_Stage1, vec2(dist, 0.5)).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_c1_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = vec4(_input.xyz, 1.0);
_output = blend_xor(ClampFragmentProcessor_Stage1_c0_c0_c1_c0_c0_c0(inputColor), CircleBlurFragmentProcessor_Stage1_c0_c0_c1_c0_c1_c0(inputColor));
_output *= _input.w;
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(vec4 _input) {
vec4 _output;
vec4 inputColor = vec4(_input.xyz, 1.0);
_output = blend_multiply(ComposeTwo_Stage1_c0_c0_c0_c0(inputColor), ComposeTwo_Stage1_c0_c0_c1_c0(inputColor));
_output *= _input.w;
return _output;
}
vec4 MatrixConvolution_Stage1_c1_c0_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
vec2 coord = vTransformedCoords_2_Stage0 - uKernelOffset_Stage1_c1_c0_c0_c0_c0_c0 * uImageIncrement_Stage1_c1_c0_c0_c0_c0_c0;
vec4 c;
{
float k = uKernel_Stage1_c1_c0_c0_c0_c0_c0[0].x;
{
vec2 origCoord = coord;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_3_Stage1, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.y);
if (err > uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.z < 1.0) {
err = 0.0;
}
c = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
sum += c * k;
}
{
float k = uKernel_Stage1_c1_c0_c0_c0_c0_c0[0].y;
{
vec2 origCoord = coord + vec2(1.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_3_Stage1, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.y);
if (err > uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.z < 1.0) {
err = 0.0;
}
c = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
sum += c * k;
}
{
float k = uKernel_Stage1_c1_c0_c0_c0_c0_c0[0].z;
{
vec2 origCoord = coord + vec2(2.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_3_Stage1, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.y);
if (err > uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.z < 1.0) {
err = 0.0;
}
c = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
sum += c * k;
}
{
float k = uKernel_Stage1_c1_c0_c0_c0_c0_c0[0].w;
{
vec2 origCoord = coord + vec2(3.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_3_Stage1, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.y);
if (err > uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.z < 1.0) {
err = 0.0;
}
c = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
sum += c * k;
}
{
float k = uKernel_Stage1_c1_c0_c0_c0_c0_c0[1].x;
{
vec2 origCoord = coord + vec2(4.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_3_Stage1, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.y);
if (err > uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.z < 1.0) {
err = 0.0;
}
c = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
sum += c * k;
}
{
float k = uKernel_Stage1_c1_c0_c0_c0_c0_c0[1].y;
{
vec2 origCoord = coord + vec2(5.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_3_Stage1, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.y);
if (err > uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.z < 1.0) {
err = 0.0;
}
c = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
sum += c * k;
}
{
float k = uKernel_Stage1_c1_c0_c0_c0_c0_c0[1].z;
{
vec2 origCoord = coord + vec2(6.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_3_Stage1, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.y);
if (err > uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.z < 1.0) {
err = 0.0;
}
c = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
sum += c * k;
}
{
float k = uKernel_Stage1_c1_c0_c0_c0_c0_c0[1].w;
{
vec2 origCoord = coord + vec2(7.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_3_Stage1, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.y);
if (err > uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.z < 1.0) {
err = 0.0;
}
c = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
sum += c * k;
}
{
float k = uKernel_Stage1_c1_c0_c0_c0_c0_c0[2].x;
{
vec2 origCoord = coord + vec2(8.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_3_Stage1, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.y);
if (err > uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.z < 1.0) {
err = 0.0;
}
c = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
sum += c * k;
}
{
float k = uKernel_Stage1_c1_c0_c0_c0_c0_c0[2].y;
{
vec2 origCoord = coord + vec2(9.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_3_Stage1, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.y);
if (err > uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.z < 1.0) {
err = 0.0;
}
c = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
sum += c * k;
}
_output = sum * uGain_Stage1_c1_c0_c0_c0_c0_c0 + uBias_Stage1_c1_c0_c0_c0_c0_c0;
_output.w = clamp(_output.w, 0.0, 1.0);
_output.xyz = clamp(_output.xyz, 0.0, _output.w);
_output *= _input;
return _output;
}
vec4 ConfigConversionEffect_Stage1_c1_c0_c0_c0_c1_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 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_c0_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = vec4(_input.xyz, 1.0);
_output = blend_difference(MatrixConvolution_Stage1_c1_c0_c0_c0_c0_c0(inputColor), ConfigConversionEffect_Stage1_c1_c0_c0_c0_c1_c0(inputColor));
_output *= _input.w;
return _output;
}
vec4 AlphaThresholdFragmentProcessor_Stage1_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) {
float scale = uouterThreshold_Stage1_c1_c0_c1_c0 / color.w;
color.xyz *= scale;
color.w = uouterThreshold_Stage1_c1_c0_c1_c0;
}
} else if (color.w < uinnerThreshold_Stage1_c1_c0_c1_c0) {
float scale = uinnerThreshold_Stage1_c1_c0_c1_c0 / max(0.0010000000474974513, color.w);
color.xyz *= scale;
color.w = uinnerThreshold_Stage1_c1_c0_c1_c0;
}
_output = color;
return _output;
}
vec4 ComposeTwo_Stage1_c1_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = vec4(_input.xyz, 1.0);
_output = blend_multiply(ComposeTwo_Stage1_c1_c0_c0_c0(inputColor), AlphaThresholdFragmentProcessor_Stage1_c1_c0_c1_c0(inputColor));
_output *= _input.w;
return _output;
}
float _guarded_divide(float n, float d) {
return n / d;
}
float _color_burn_component(float sc, float sa, float dc, float da) {
if (da == dc) {
return (sa * da + sc * (1.0 - da)) + dc * (1.0 - sa);
} else if (sc == 0.0) {
return dc * (1.0 - sa);
}
float d = max(0.0, da - _guarded_divide((da - dc) * sa, sc));
return (d * sa + sc * (1.0 - da)) + dc * (1.0 - sa);
}
vec4 blend_color_burn(vec4 src, vec4 dst) {
return vec4(_color_burn_component(src.x, src.w, dst.x, dst.w), _color_burn_component(src.y, src.w, dst.y, dst.w), _color_burn_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w);
}
void main() {
vec4 outputColor_Stage0;
{
vec2 textureCoords;
textureCoords = vtextureCoords_Stage0;
vec4 textureDomain;
textureDomain = vtextureDomain_Stage0;
outputColor_Stage0 = vcolor_Stage0;
outputColor_Stage0 = color_xform_Stage0(texture(uTextureSampler_0_Stage0, clamp(textureCoords, textureDomain.xy, textureDomain.zw))) * outputColor_Stage0;
}
vec4 output_Stage1;
{
vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
output_Stage1 = blend_color_burn(ComposeTwo_Stage1_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0(inputColor));
output_Stage1 *= outputColor_Stage0.w;
}
{
sk_FragColor = 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 position;
in vec2 textureCoords;
in vec4 textureDomain;
in vec4 color;
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 vec2 vtextureCoords_Stage0;
flat out vec4 vtextureDomain_Stage0;
flat out vec4 vcolor_Stage0;
void main() {
vec2 pos2 = position;
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(textureCoords, 1.0)).xy;
vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(textureCoords, 1.0)).xy;
vTransformedCoords_2_Stage0 = (uCoordTransformMatrix_2_Stage0 * vec3(textureCoords, 1.0)).xy;
vTransformedCoords_3_Stage0 = (uCoordTransformMatrix_3_Stage0 * vec3(textureCoords, 1.0)).xy;
vtextureCoords_Stage0 = textureCoords;
vtextureDomain_Stage0 = textureDomain;
vcolor_Stage0 = color;
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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