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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 uleftBorderColor_Stage1_c0_c0;
uniform vec4 urightBorderColor_Stage1_c0_c0;
uniform vec2 ufocalParams_Stage1_c0_c0_c0_c0;
uniform vec4 uscale0_1_Stage1_c0_c0_c1_c0;
uniform vec4 uscale2_3_Stage1_c0_c0_c1_c0;
uniform vec4 uscale4_5_Stage1_c0_c0_c1_c0;
uniform vec4 ubias0_1_Stage1_c0_c0_c1_c0;
uniform vec4 ubias2_3_Stage1_c0_c0_c1_c0;
uniform vec4 ubias4_5_Stage1_c0_c0_c1_c0;
uniform vec4 uthresholds1_7_Stage1_c0_c0_c1_c0;
uniform vec4 uthresholds9_13_Stage1_c0_c0_c1_c0;
uniform mat4 um_Stage2;
uniform vec4 uv_Stage2;
uniform vec2 uScale_Stage3;
uniform vec4 uTexDom_Stage3;
uniform vec3 uDecalParams_Stage3;
uniform vec4 uleftBorderColor_Stage4_c1_c0;
uniform vec4 urightBorderColor_Stage4_c1_c0;
uniform vec4 uscale0_1_Stage4_c1_c0_c1_c0;
uniform vec4 uscale2_3_Stage4_c1_c0_c1_c0;
uniform vec4 uscale4_5_Stage4_c1_c0_c1_c0;
uniform vec4 ubias0_1_Stage4_c1_c0_c1_c0;
uniform vec4 ubias2_3_Stage4_c1_c0_c1_c0;
uniform vec4 ubias4_5_Stage4_c1_c0_c1_c0;
uniform vec4 uthresholds1_7_Stage4_c1_c0_c1_c0;
uniform vec4 uthresholds9_13_Stage4_c1_c0_c1_c0;
uniform sampler2D uTextureSampler_0_Stage3;
uniform sampler2D uTextureSampler_1_Stage3;
noperspective in vec4 vcolor_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 TwoPointConicalGradientLayout_Stage1_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
vec2 p = vTransformedCoords_0_Stage0;
float t = -1.0;
{
{
float r0 = ufocalParams_Stage1_c0_c0_c0_c0.x;
{
t = length(p) - r0;
}
}
}
_output = vec4(t, 1.0, 0.0, 0.0);
return _output;
}
vec4 UnrolledBinaryGradientColorizer_Stage1_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
float t = _input.x;
vec4 scale, bias;
{
if (t < uthresholds1_7_Stage1_c0_c0_c1_c0.y) {
if (t < uthresholds1_7_Stage1_c0_c0_c1_c0.x) {
scale = uscale0_1_Stage1_c0_c0_c1_c0;
bias = ubias0_1_Stage1_c0_c0_c1_c0;
} else {
scale = uscale2_3_Stage1_c0_c0_c1_c0;
bias = ubias2_3_Stage1_c0_c0_c1_c0;
}
} else {
{
scale = uscale4_5_Stage1_c0_c0_c1_c0;
bias = ubias4_5_Stage1_c0_c0_c1_c0;
}
}
}
_output = t * scale + bias;
return _output;
}
vec4 ClampedGradientEffect_Stage1_c0_c0(vec4 _input) {
vec4 _output;
vec4 t = TwoPointConicalGradientLayout_Stage1_c0_c0_c0_c0(vec4(1.0));
if (t.y < 0.0) {
_output = vec4(0.0);
} else if (t.x < 0.0) {
_output = uleftBorderColor_Stage1_c0_c0;
} else if (t.x > 1.0) {
_output = urightBorderColor_Stage1_c0_c0;
} else {
_output = UnrolledBinaryGradientColorizer_Stage1_c0_c0_c1_c0(t);
}
{
_output.xyz *= _output.w;
}
return _output;
}
vec4 RadialGradientLayout_Stage4_c1_c0_c0_c0(vec4 _input) {
vec4 _output;
float t = length(vTransformedCoords_3_Stage0);
_output = vec4(t, 1.0, 0.0, 0.0);
return _output;
}
vec4 UnrolledBinaryGradientColorizer_Stage4_c1_c0_c1_c0(vec4 _input) {
vec4 _output;
float t = _input.x;
vec4 scale, bias;
{
if (t < uthresholds1_7_Stage4_c1_c0_c1_c0.y) {
if (t < uthresholds1_7_Stage4_c1_c0_c1_c0.x) {
scale = uscale0_1_Stage4_c1_c0_c1_c0;
bias = ubias0_1_Stage4_c1_c0_c1_c0;
} else {
scale = uscale2_3_Stage4_c1_c0_c1_c0;
bias = ubias2_3_Stage4_c1_c0_c1_c0;
}
} else {
{
scale = uscale4_5_Stage4_c1_c0_c1_c0;
bias = ubias4_5_Stage4_c1_c0_c1_c0;
}
}
}
_output = t * scale + bias;
return _output;
}
vec4 ClampedGradientEffect_Stage4_c1_c0(vec4 _input) {
vec4 _output;
vec4 t = RadialGradientLayout_Stage4_c1_c0_c0_c0(vec4(1.0));
if (t.x < 0.0) {
_output = uleftBorderColor_Stage4_c1_c0;
} else if (t.x > 1.0) {
_output = urightBorderColor_Stage4_c1_c0;
} else {
_output = UnrolledBinaryGradientColorizer_Stage4_c1_c0_c1_c0(t);
}
{
_output.xyz *= _output.w;
}
return _output;
}
vec4 blend_src_in(vec4 src, vec4 dst) {
return src * dst.w;
}
vec4 blend_dst_in(vec4 src, vec4 dst) {
return blend_src_in(dst, src);
}
void main() {
vec4 outputColor_Stage0;
{
outputColor_Stage0 = vcolor_Stage0;
}
vec4 output_Stage1;
{
output_Stage1 = blend_dst_in(outputColor_Stage0, ClampedGradientEffect_Stage1_c0_c0(vec4(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.w = clamp(output_Stage2.w, 0.0, 1.0);
}
{
output_Stage2.xyz *= output_Stage2.w;
}
}
vec4 output_Stage3;
{
vec4 dColor = texture(uTextureSampler_0_Stage3, vTransformedCoords_1_Stage0);
dColor.xyz = dColor.w < 9.9999999747524271e-07 ? vec3(0.0) : clamp(dColor.xyz / dColor.w, 0.0, 1.0);
vec2 cCoords = vTransformedCoords_2_Stage0 + uScale_Stage3 * (dColor.zz - vec2(0.5));
{
vec2 origCoord = cCoords;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage3.xy, uTexDom_Stage3.zw);
vec4 textureColor = texture(uTextureSampler_1_Stage3, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage3.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage3.y);
if (err > uDecalParams_Stage3.z) {
err = 1.0;
} else if (uDecalParams_Stage3.z < 1.0) {
err = 0.0;
}
output_Stage3 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
}
vec4 output_Stage4;
{
output_Stage4 = blend_dst_in(vec4(1.0), ClampedGradientEffect_Stage4_c1_c0(vec4(1.0)));
}
{
sk_FragColor = output_Stage4 * output_Stage3;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uViewM_Stage0;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
uniform mat3 uCoordTransformMatrix_2_Stage0;
uniform mat3 uCoordTransformMatrix_3_Stage0;
in vec2 position;
in vec4 inColor;
noperspective out vec4 vcolor_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() {
vec4 color = inColor;
color = color.zyxw;
color = vec4(color.xyz * color.w, color.w);
vcolor_Stage0 = color;
vec2 pos2 = (uViewM_Stage0 * vec3(position, 1.0)).xy;
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(position, 1.0)).xy;
vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(position, 1.0)).xy;
vTransformedCoords_2_Stage0 = (uCoordTransformMatrix_2_Stage0 * vec3(position, 1.0)).xy;
vTransformedCoords_3_Stage0 = (uCoordTransformMatrix_3_Stage0 * vec3(position, 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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