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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 vec4 uColor_Stage0;
uniform float uCoverage_Stage0;
uniform vec4 ucolor0_Stage1;
uniform vec4 ucolor1_Stage1;
uniform vec4 ucolor2_Stage1;
uniform vec4 ucolor3_Stage1;
uniform vec4 ucolor4_Stage1;
uniform vec4 ucolor5_Stage1;
uniform vec4 uinnerRect_Stage2;
uniform vec2 uradiusPlusHalf_Stage2;
uniform vec2 ubaseFrequency_Stage3_c0_c0;
uniform vec2 ustitchData_Stage3_c0_c0;
uniform vec4 uellipse_Stage4;
uniform sampler2D uTextureSampler_0_Stage3;
uniform sampler2D uTextureSampler_1_Stage3;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec3 vTransformedCoords_1_Stage0;
float perlinnoise_Stage3_c0_c0(float chanCoord, vec2 noiseVec, vec2 stitchData) {
vec4 floorVal;
floorVal.xy = floor(noiseVec);
floorVal.zw = floorVal.xy + vec2(1.0);
vec2 fractVal = fract(noiseVec);
vec2 noiseSmooth = (fractVal * fractVal) * (vec2(3.0) - vec2(2.0) * fractVal);
if (floorVal.x >= stitchData.x) {
floorVal.x -= stitchData.x;
}
if (floorVal.y >= stitchData.y) {
floorVal.y -= stitchData.y;
}
if (floorVal.z >= stitchData.x) {
floorVal.z -= stitchData.x;
}
if (floorVal.w >= stitchData.y) {
floorVal.w -= stitchData.y;
}
floorVal = fract(floor(mod(floorVal, 256.0)) / vec4(256.0));
vec2 latticeIdx;
latticeIdx.x = texture(uTextureSampler_0_Stage3, vec2(floorVal.x, 0.5)).x;
latticeIdx.y = texture(uTextureSampler_0_Stage3, vec2(floorVal.z, 0.5)).x;
vec4 bcoords = fract(latticeIdx.xyxy + floorVal.yyww);
vec2 uv;
vec4 lattice = texture(uTextureSampler_1_Stage3, vec2(bcoords.x, chanCoord)).zyxw;
uv.x = dot((lattice.yw + lattice.xz * vec2(0.00390625)) * vec2(2.0) - vec2(1.0), fractVal);
fractVal.x -= 1.0;
lattice = texture(uTextureSampler_1_Stage3, vec2(bcoords.y, chanCoord)).zyxw;
uv.y = dot((lattice.yw + lattice.xz * vec2(0.00390625)) * vec2(2.0) - vec2(1.0), fractVal);
vec2 ab;
ab.x = mix(uv.x, uv.y, noiseSmooth.x);
fractVal.y -= 1.0;
lattice = texture(uTextureSampler_1_Stage3, vec2(bcoords.w, chanCoord)).zyxw;
uv.y = dot((lattice.yw + lattice.xz * vec2(0.00390625)) * vec2(2.0) - vec2(1.0), fractVal);
fractVal.x += 1.0;
lattice = texture(uTextureSampler_1_Stage3, vec2(bcoords.z, chanCoord)).zyxw;
uv.x = dot((lattice.yw + lattice.xz * vec2(0.00390625)) * vec2(2.0) - vec2(1.0), fractVal);
ab.y = mix(uv.x, uv.y, noiseSmooth.x);
return mix(ab.x, ab.y, noiseSmooth.y);
}
vec4 PerlinNoise_Stage3_c0_c0(vec4 _input) {
vec4 _output;
vec2 vTransformedCoords_1_Stage0_ensure2D = vTransformedCoords_1_Stage0.xy / vTransformedCoords_1_Stage0.z;
vec2 noiseVec = floor(vTransformedCoords_1_Stage0_ensure2D) * ubaseFrequency_Stage3_c0_c0;
_output = vec4(0.0);
vec2 stitchData = ustitchData_Stage3_c0_c0;
float ratio = 1.0;
for (int octave = 0;octave < 2; ++octave) {
_output += abs(vec4(perlinnoise_Stage3_c0_c0(0.125, noiseVec, stitchData), perlinnoise_Stage3_c0_c0(0.375, noiseVec, stitchData), perlinnoise_Stage3_c0_c0(0.625, noiseVec, stitchData), perlinnoise_Stage3_c0_c0(0.875, noiseVec, stitchData))) * ratio;
noiseVec *= vec2(2.0);
ratio *= 0.5;
stitchData *= vec2(2.0);
}
_output = clamp(_output, 0.0, 1.0);
_output = vec4(_output.xyz * _output.www, _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;
vec4 outputCoverage_Stage0;
{
outputColor_Stage0 = uColor_Stage0;
outputCoverage_Stage0 = vec4(uCoverage_Stage0);
}
vec4 output_Stage1;
{
output_Stage1 = outputColor_Stage0;
float alpha = 255.0 * output_Stage1.w;
if (alpha < 0.5) {
output_Stage1 = ucolor0_Stage1;
} else if (alpha < 1.5) {
output_Stage1 = ucolor1_Stage1;
} else if (alpha < 2.5) {
output_Stage1 = ucolor2_Stage1;
} else if (alpha < 3.5) {
output_Stage1 = ucolor3_Stage1;
} else if (alpha < 4.5) {
output_Stage1 = ucolor4_Stage1;
} else {
output_Stage1 = ucolor5_Stage1;
}
}
vec4 output_Stage2;
{
vec2 dxy0 = uinnerRect_Stage2.xy - gl_FragCoord.xy;
vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage2.zw;
vec2 dxy = max(max(dxy0, dxy1), 0.0);
float alpha = clamp(uradiusPlusHalf_Stage2.x - length(dxy), 0.0, 1.0);
output_Stage2 = outputCoverage_Stage0 * alpha;
}
vec4 output_Stage3;
{
output_Stage3 = blend_dst_in(output_Stage2, PerlinNoise_Stage3_c0_c0(vec4(1.0)));
}
vec4 output_Stage4;
{
vec2 d = gl_FragCoord.xy - uellipse_Stage4.xy;
vec2 Z = d * uellipse_Stage4.zw;
float implicit = dot(Z, d) - 1.0;
float grad_dot = 4.0 * dot(Z, Z);
{
grad_dot = max(grad_dot, 1.1754999560161448e-38);
}
float approx_dist = implicit * inversesqrt(grad_dot);
float alpha;
{
alpha = clamp(0.5 + approx_dist, 0.0, 1.0);
}
output_Stage4 = output_Stage3 * alpha;
}
{
sk_FragColor = output_Stage4 * output_Stage1;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uViewM_Stage0;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
in vec2 inPosition;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec3 vTransformedCoords_1_Stage0;
void main() {
vec2 pos2 = (uViewM_Stage0 * vec3(inPosition, 1.0)).xy;
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy;
vTransformedCoords_1_Stage0 = uCoordTransformMatrix_1_Stage0 * vec3(inPosition, 1.0);
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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