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[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 float uSrcTF_Stage0[7];
uniform mat3 uColorXform_Stage0;
uniform float uDstTF_Stage0[7];
uniform vec2 uImageIncrement_Stage1_c0_c0_c0_c0;
uniform float uSurfaceScale_Stage1_c0_c0_c0_c0;
uniform vec3 uLightColor_Stage1_c0_c0_c0_c0;
uniform float uKS_Stage1_c0_c0_c0_c0;
uniform float uShininess_Stage1_c0_c0_c0_c0;
uniform vec4 uTexDom_Stage1_c0_c0_c0_c0;
uniform vec3 uDecalParams_Stage1_c0_c0_c0_c0;
uniform vec3 uLightLocation_Stage1_c0_c0_c0_c0;
uniform vec4 urectH_Stage1_c0_c0_c1_c0;
uniform float uinvSixSigma_Stage1_c0_c0_c1_c0;
uniform float uPixelSize_Stage1_c1_c0_c0_c0_c1_c0;
uniform vec2 uRange_Stage1_c1_c0_c0_c0_c1_c0;
uniform vec4 ucolor_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;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_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 light_Stage1_c0_c0_c0_c0(vec3 normal, vec3 surfaceToLight, vec3 lightColor) {
vec3 halfDir = normalize(surfaceToLight + vec3(0.0, 0.0, 1.0));
float colorScale = uKS_Stage1_c0_c0_c0_c0 * pow(dot(normal, halfDir), uShininess_Stage1_c0_c0_c0_c0);
vec3 color = lightColor * clamp(colorScale, 0.0, 1.0);
return vec4(color, max(max(color.x, color.y), color.z));
}
float sobel_Stage1_c0_c0_c0_c0(float a, float b, float c, float d, float e, float f, float scale) {
return (((((-a + b) - 2.0 * c) + 2.0 * d) - e) + f) * scale;
}
vec3 pointToNormal_Stage1_c0_c0_c0_c0(float x, float y, float scale) {
return normalize(vec3(-x * scale, -y * scale, 1.0));
}
vec3 normal_Stage1_c0_c0_c0_c0(float m[9], float surfaceScale) {
return pointToNormal_Stage1_c0_c0_c0_c0(sobel_Stage1_c0_c0_c0_c0(m[0], m[1], m[3], m[4], 0.0, 0.0, 0.66666698455810547), sobel_Stage1_c0_c0_c0_c0(m[0], m[3], m[1], m[4], 0.0, 0.0, 0.66666698455810547), surfaceScale);
}
vec4 SpecularLighting_Stage1_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
vec2 coord = vTransformedCoords_0_Stage0;
float m[9];
vec4 temp0;
{
vec2 origCoord = coord + vec2(-1.0, 1.0) * uImageIncrement_Stage1_c0_c0_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0.xy, uTexDom_Stage1_c0_c0_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0.y);
if (err > uDecalParams_Stage1_c0_c0_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c0_c0_c0_c0.z < 1.0) {
err = 0.0;
}
temp0 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
m[0] = temp0.w;
vec4 temp1;
{
vec2 origCoord = coord + vec2(0.0, 1.0) * uImageIncrement_Stage1_c0_c0_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0.xy, uTexDom_Stage1_c0_c0_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0.y);
if (err > uDecalParams_Stage1_c0_c0_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c0_c0_c0_c0.z < 1.0) {
err = 0.0;
}
temp1 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
m[1] = temp1.w;
vec4 temp2;
{
vec2 origCoord = coord + uImageIncrement_Stage1_c0_c0_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0.xy, uTexDom_Stage1_c0_c0_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0.y);
if (err > uDecalParams_Stage1_c0_c0_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c0_c0_c0_c0.z < 1.0) {
err = 0.0;
}
temp2 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
m[2] = temp2.w;
vec4 temp3;
{
vec2 origCoord = coord + vec2(-1.0, 0.0) * uImageIncrement_Stage1_c0_c0_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0.xy, uTexDom_Stage1_c0_c0_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0.y);
if (err > uDecalParams_Stage1_c0_c0_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c0_c0_c0_c0.z < 1.0) {
err = 0.0;
}
temp3 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
m[3] = temp3.w;
vec4 temp4;
{
vec2 origCoord = coord;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0.xy, uTexDom_Stage1_c0_c0_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0.y);
if (err > uDecalParams_Stage1_c0_c0_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c0_c0_c0_c0.z < 1.0) {
err = 0.0;
}
temp4 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
m[4] = temp4.w;
vec4 temp5;
{
vec2 origCoord = coord + vec2(1.0, 0.0) * uImageIncrement_Stage1_c0_c0_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0.xy, uTexDom_Stage1_c0_c0_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0.y);
if (err > uDecalParams_Stage1_c0_c0_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c0_c0_c0_c0.z < 1.0) {
err = 0.0;
}
temp5 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
m[5] = temp5.w;
vec4 temp6;
{
vec2 origCoord = coord + vec2(-1.0, -1.0) * uImageIncrement_Stage1_c0_c0_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0.xy, uTexDom_Stage1_c0_c0_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0.y);
if (err > uDecalParams_Stage1_c0_c0_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c0_c0_c0_c0.z < 1.0) {
err = 0.0;
}
temp6 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
m[6] = temp6.w;
vec4 temp7;
{
vec2 origCoord = coord + vec2(0.0, -1.0) * uImageIncrement_Stage1_c0_c0_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0.xy, uTexDom_Stage1_c0_c0_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0.y);
if (err > uDecalParams_Stage1_c0_c0_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c0_c0_c0_c0.z < 1.0) {
err = 0.0;
}
temp7 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
m[7] = temp7.w;
vec4 temp8;
{
vec2 origCoord = coord + vec2(1.0, -1.0) * uImageIncrement_Stage1_c0_c0_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0.xy, uTexDom_Stage1_c0_c0_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0.y);
if (err > uDecalParams_Stage1_c0_c0_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c0_c0_c0_c0.z < 1.0) {
err = 0.0;
}
temp8 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
m[8] = temp8.w;
vec3 surfaceToLight = normalize(uLightLocation_Stage1_c0_c0_c0_c0 - vec3(gl_FragCoord.xy, uSurfaceScale_Stage1_c0_c0_c0_c0 * m[4]));
_output = light_Stage1_c0_c0_c0_c0(normal_Stage1_c0_c0_c0_c0(m, uSurfaceScale_Stage1_c0_c0_c0_c0), surfaceToLight, uLightColor_Stage1_c0_c0_c0_c0);
_output *= _input;
return _output;
}
vec4 RectBlurEffect_Stage1_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
float xCoverage, yCoverage;
{
float x, y;
{
x = max(urectH_Stage1_c0_c0_c1_c0.x - gl_FragCoord.x, gl_FragCoord.x - urectH_Stage1_c0_c0_c1_c0.z);
y = max(urectH_Stage1_c0_c0_c1_c0.y - gl_FragCoord.y, gl_FragCoord.y - urectH_Stage1_c0_c0_c1_c0.w);
}
xCoverage = texture(uTextureSampler_1_Stage1, vec2(x * uinvSixSigma_Stage1_c0_c0_c1_c0, 0.5)).w;
yCoverage = texture(uTextureSampler_1_Stage1, vec2(y * uinvSixSigma_Stage1_c0_c0_c1_c0, 0.5)).w;
_output = (_input * xCoverage) * yCoverage;
}
_output = (_input * xCoverage) * yCoverage;
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_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);
}
vec4 ComposeTwo_Stage1_c0_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = vec4(_input.xyz, 1.0);
_output = blend_hue(SpecularLighting_Stage1_c0_c0_c0_c0(inputColor), RectBlurEffect_Stage1_c0_c0_c1_c0(inputColor));
_output *= _input.w;
return _output;
}
vec4 ColorTableEffect_Stage1_c1_c0_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_2_Stage1, vec2(coord.w, 0.125)).w;
_output.x = texture(uTextureSampler_2_Stage1, vec2(coord.x, 0.375)).w;
_output.y = texture(uTextureSampler_2_Stage1, vec2(coord.y, 0.625)).w;
_output.z = texture(uTextureSampler_2_Stage1, vec2(coord.z, 0.875)).w;
_output.xyz *= _output.w;
return _output;
}
vec4 Morphology_Stage1_c1_c0_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
_output = vec4(1.0, 1.0, 1.0, 1.0);
vec2 coord = vTransformedCoords_1_Stage0;
coord.x -= 10.0 * uPixelSize_Stage1_c1_c0_c0_c0_c1_c0;
for (int i = 0;i < 21; i++) {
_output = min(_output, texture(uTextureSampler_3_Stage1, coord));
coord.x += uPixelSize_Stage1_c1_c0_c0_c0_c1_c0;
}
_output *= _input;
return _output;
}
vec4 blend_dst_over(vec4 src, vec4 dst) {
return (1.0 - dst.w) * src + dst;
}
vec4 ComposeTwo_Stage1_c1_c0_c0_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = vec4(_input.xyz, 1.0);
_output = blend_dst_over(ColorTableEffect_Stage1_c1_c0_c0_c0_c0_c0(inputColor), Morphology_Stage1_c1_c0_c0_c0_c1_c0(inputColor));
_output *= _input.w;
return _output;
}
vec4 ConstColorProcessor_Stage1_c1_c0_c1_c0(vec4 _input) {
vec4 _output;
{
_output = ucolor_Stage1_c1_c0_c1_c0;
}
return _output;
}
float _blend_overlay_component(float sc, float sa, float dc, float da) {
if (2.0 * dc <= da) {
return (2.0 * sc) * dc;
}
return sa * da - (2.0 * (da - dc)) * (sa - sc);
}
vec4 blend_overlay(vec4 src, vec4 dst) {
vec4 result = vec4(_blend_overlay_component(src.x, src.w, dst.x, dst.w), _blend_overlay_component(src.y, src.w, dst.y, dst.w), _blend_overlay_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w);
result.xyz += dst.xyz * (1.0 - src.w) + src.xyz * (1.0 - dst.w);
return result;
}
vec4 blend_hard_light(vec4 src, vec4 dst) {
return blend_overlay(dst, src);
}
vec4 ComposeTwo_Stage1_c1_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = vec4(_input.xyz, 1.0);
_output = blend_hard_light(ComposeTwo_Stage1_c1_c0_c0_c0(inputColor), ConstColorProcessor_Stage1_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;
}
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_xor(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;
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 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;
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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