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|
[require]
GLSL >= 1.40
[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_c0_c0_c1_c0;
uniform float uz_Stage1_c0_c0_c0_c0_c1_c0;
uniform vec2 uImageIncrement_Stage1_c0_c0_c1_c0;
uniform vec4 uKernel_Stage1_c0_c0_c1_c0[1];
uniform vec2 uKernelOffset_Stage1_c0_c0_c1_c0;
uniform float uGain_Stage1_c0_c0_c1_c0;
uniform float uBias_Stage1_c0_c0_c1_c0;
uniform vec2 uImageIncrement_Stage1_c1_c0_c0_c0;
uniform float uSurfaceScale_Stage1_c1_c0_c0_c0;
uniform vec3 uLightColor_Stage1_c1_c0_c0_c0;
uniform float uKS_Stage1_c1_c0_c0_c0;
uniform float uShininess_Stage1_c1_c0_c0_c0;
uniform vec4 uTexDom_Stage1_c1_c0_c0_c0;
uniform vec3 uDecalParams_Stage1_c1_c0_c0_c0;
uniform vec3 uLightLocation_Stage1_c1_c0_c0_c0;
uniform float uExponent_Stage1_c1_c0_c0_c0;
uniform float uCosInnerConeAngle_Stage1_c1_c0_c0_c0;
uniform float uCosOuterConeAngle_Stage1_c1_c0_c0_c0;
uniform float uConeScale_Stage1_c1_c0_c0_c0;
uniform vec3 uS_Stage1_c1_c0_c0_c0;
uniform vec4 uinnerRect_Stage1_c1_c0_c1_c0;
uniform vec2 uradiusPlusHalf_Stage1_c1_c0_c1_c0;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_1_Stage1;
uniform sampler2D uTextureSampler_2_Stage1;
uniform sampler2D uTextureSampler_3_Stage1;
noperspective in vec4 vinCircleEdge_Stage0;
noperspective in vec3 vinClipPlane_Stage0;
noperspective in vec3 vinUnionPlane_Stage0;
noperspective in vec4 vinRoundCapCenters_Stage0;
flat in float vcapRadius_Stage0;
noperspective in vec4 vinColor_Stage0;
noperspective in vec3 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
noperspective in vec2 vTransformedCoords_2_Stage0;
vec4 ConfigConversionEffect_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
_output = floor(_input * 255.0 + 0.5) / 255.0;
{
_output.xyz = floor((_output.xyz * _output.w) * 255.0 + 0.5) / 255.0;
}
return _output;
}
vec3 fade_Stage1_c0_c0_c0_c0_c1_c0(vec3 t) {
return ((t * t) * t) * (t * (t * 6.0 - 15.0) + 10.0);
}
float perm_Stage1_c0_c0_c0_c0_c1_c0(float x) {
return texture(uTextureSampler_0_Stage1, vec2(fract(x / 256.0), 0.0)).x * 255.0;
}
float grad_Stage1_c0_c0_c0_c0_c1_c0(float x, vec3 p) {
return dot(texture(uTextureSampler_1_Stage1, vec2(fract(x / 16.0), 0.0)).xyz * 255.0 - vec3(1.0), p);
}
float lerp_Stage1_c0_c0_c0_c0_c1_c0(float a, float b, float w) {
return a + w * (b - a);
}
float noise_Stage1_c0_c0_c0_c0_c1_c0(vec3 p) {
vec3 P = mod(floor(p), 256.0);
p -= floor(p);
vec3 f = fade_Stage1_c0_c0_c0_c0_c1_c0(p);
float A = perm_Stage1_c0_c0_c0_c0_c1_c0(P.x) + P.y;
float AA = perm_Stage1_c0_c0_c0_c0_c1_c0(A) + P.z;
float AB = perm_Stage1_c0_c0_c0_c0_c1_c0(A + 1.0) + P.z;
float B = perm_Stage1_c0_c0_c0_c0_c1_c0(P.x + 1.0) + P.y;
float BA = perm_Stage1_c0_c0_c0_c0_c1_c0(B) + P.z;
float BB = perm_Stage1_c0_c0_c0_c0_c1_c0(B + 1.0) + P.z;
float result = lerp_Stage1_c0_c0_c0_c0_c1_c0(lerp_Stage1_c0_c0_c0_c0_c1_c0(lerp_Stage1_c0_c0_c0_c0_c1_c0(grad_Stage1_c0_c0_c0_c0_c1_c0(perm_Stage1_c0_c0_c0_c0_c1_c0(AA), p), grad_Stage1_c0_c0_c0_c0_c1_c0(perm_Stage1_c0_c0_c0_c0_c1_c0(BA), p + vec3(-1.0, 0.0, 0.0)), f.x), lerp_Stage1_c0_c0_c0_c0_c1_c0(grad_Stage1_c0_c0_c0_c0_c1_c0(perm_Stage1_c0_c0_c0_c0_c1_c0(AB), p + vec3(0.0, -1.0, 0.0)), grad_Stage1_c0_c0_c0_c0_c1_c0(perm_Stage1_c0_c0_c0_c0_c1_c0(BB), p + vec3(-1.0, -1.0, 0.0)), f.x), f.y), lerp_Stage1_c0_c0_c0_c0_c1_c0(lerp_Stage1_c0_c0_c0_c0_c1_c0(grad_Stage1_c0_c0_c0_c0_c1_c0(perm_Stage1_c0_c0_c0_c0_c1_c0(AA + 1.0), p + vec3(0.0, 0.0, -1.0)), grad_Stage1_c0_c0_c0_c0_c1_c0(perm_Stage1_c0_c0_c0_c0_c1_c0(BA + 1.0), p + vec3(-1.0, 0.0, -1.0)), f.x), lerp_Stage1_c0_c0_c0_c0_c1_c0(grad_Stage1_c0_c0_c0_c0_c1_c0(perm_Stage1_c0_c0_c0_c0_c1_c0(AB + 1.0), p + vec3(0.0, -1.0, -1.0)), grad_Stage1_c0_c0_c0_c0_c1_c0(perm_Stage1_c0_c0_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_c0_c0_c1_c0(vec3 p) {
float result = 0.0;
float ratio = 1.0;
for (float i = 0.0;i < 3.0; i++) {
result += noise_Stage1_c0_c0_c0_c0_c1_c0(p) / ratio;
p *= 2.0;
ratio *= 2.0;
}
return (result + 1.0) / 2.0;
}
vec4 ImprovedPerlinNoise_Stage1_c0_c0_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
vec2 vTransformedCoords_0_Stage0_ensure2D = vTransformedCoords_0_Stage0.xy / vTransformedCoords_0_Stage0.z;
vec2 coords = vTransformedCoords_0_Stage0_ensure2D * ubaseFrequency_Stage1_c0_c0_c0_c0_c1_c0;
float r = noiseOctaves_Stage1_c0_c0_c0_c0_c1_c0(vec3(coords, uz_Stage1_c0_c0_c0_c0_c1_c0));
float g = noiseOctaves_Stage1_c0_c0_c0_c0_c1_c0(vec3(coords, uz_Stage1_c0_c0_c0_c0_c1_c0));
float b = noiseOctaves_Stage1_c0_c0_c0_c0_c1_c0(vec3(coords, uz_Stage1_c0_c0_c0_c0_c1_c0));
float a = noiseOctaves_Stage1_c0_c0_c0_c0_c1_c0(vec3(coords, uz_Stage1_c0_c0_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_src_over(vec4 src, vec4 dst) {
return src + (1.0 - src.w) * dst;
}
vec4 blend_lighten(vec4 src, vec4 dst) {
vec4 result = blend_src_over(src, dst);
result.xyz = max(result.xyz, (1.0 - dst.w) * src.xyz + dst.xyz);
return result;
}
vec4 ComposeTwo_Stage1_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = vec4(_input.xyz, 1.0);
_output = blend_lighten(ConfigConversionEffect_Stage1_c0_c0_c0_c0_c0_c0(inputColor), ImprovedPerlinNoise_Stage1_c0_c0_c0_c0_c1_c0(inputColor));
_output *= _input.w;
return _output;
}
vec4 MatrixConvolution_Stage1_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
vec2 coord = vTransformedCoords_1_Stage0 - uKernelOffset_Stage1_c0_c0_c1_c0 * uImageIncrement_Stage1_c0_c0_c1_c0;
vec4 c;
{
float k = uKernel_Stage1_c0_c0_c1_c0[0].x;
{
vec2 origCoord = coord;
vec2 clampedCoord;
clampedCoord = origCoord;
vec4 textureColor = texture(uTextureSampler_2_Stage1, clampedCoord);
c = textureColor;
}
c.xyz /= c.w;
c.xyz = clamp(c.xyz, 0.0, 1.0);
sum += c * k;
}
{
float k = uKernel_Stage1_c0_c0_c1_c0[0].y;
{
vec2 origCoord = coord + vec2(1.0, 0.0) * uImageIncrement_Stage1_c0_c0_c1_c0;
vec2 clampedCoord;
clampedCoord = origCoord;
vec4 textureColor = texture(uTextureSampler_2_Stage1, clampedCoord);
c = textureColor;
}
c.xyz /= c.w;
c.xyz = clamp(c.xyz, 0.0, 1.0);
sum += c * k;
}
{
vec2 origCoord = vTransformedCoords_1_Stage0;
vec2 clampedCoord;
clampedCoord = origCoord;
vec4 textureColor = texture(uTextureSampler_2_Stage1, clampedCoord);
c = textureColor;
}
_output.w = c.w;
_output.xyz = clamp(sum.xyz * uGain_Stage1_c0_c0_c1_c0 + uBias_Stage1_c0_c0_c1_c0, 0.0, 1.0);
_output.xyz *= _output.w;
_output *= _input;
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), MatrixConvolution_Stage1_c0_c0_c1_c0(inputColor));
_output *= _input.w;
return _output;
}
vec4 light_Stage1_c1_c0_c0_c0(vec3 normal, vec3 surfaceToLight, vec3 lightColor) {
vec3 halfDir = normalize(surfaceToLight + vec3(0.0, 0.0, 1.0));
float colorScale = uKS_Stage1_c1_c0_c0_c0 * pow(dot(normal, halfDir), uShininess_Stage1_c1_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_c1_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_c1_c0_c0_c0(float x, float y, float scale) {
return normalize(vec3(-x * scale, -y * scale, 1.0));
}
vec3 normal_Stage1_c1_c0_c0_c0(float m[9], float surfaceScale) {
return pointToNormal_Stage1_c1_c0_c0_c0(sobel_Stage1_c1_c0_c0_c0(0.0, 0.0, m[3], m[4], m[6], m[7], 0.66666698455810547), sobel_Stage1_c1_c0_c0_c0(m[3], m[6], m[4], m[7], 0.0, 0.0, 0.66666698455810547), surfaceScale);
}
vec3 lightColor_Stage1_c1_c0_c0_c0(vec3 surfaceToLight) {
float cosAngle = -dot(surfaceToLight, uS_Stage1_c1_c0_c0_c0);
if (cosAngle < uCosOuterConeAngle_Stage1_c1_c0_c0_c0) {
return vec3(0.0);
}
float scale = pow(cosAngle, uExponent_Stage1_c1_c0_c0_c0);
if (cosAngle < uCosInnerConeAngle_Stage1_c1_c0_c0_c0) {
return ((uLightColor_Stage1_c1_c0_c0_c0 * scale) * (cosAngle - uCosOuterConeAngle_Stage1_c1_c0_c0_c0)) * uConeScale_Stage1_c1_c0_c0_c0;
}
return uLightColor_Stage1_c1_c0_c0_c0;
}
vec4 SpecularLighting_Stage1_c1_c0_c0_c0(vec4 _input) {
vec4 _output;
vec2 coord = vTransformedCoords_2_Stage0;
float m[9];
vec4 temp0;
{
vec2 origCoord = coord + vec2(-1.0, 1.0) * uImageIncrement_Stage1_c1_c0_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0.xy, uTexDom_Stage1_c1_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.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0.y);
if (err > uDecalParams_Stage1_c1_c0_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c1_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_c1_c0_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0.xy, uTexDom_Stage1_c1_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.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0.y);
if (err > uDecalParams_Stage1_c1_c0_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c1_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_c1_c0_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0.xy, uTexDom_Stage1_c1_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.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0.y);
if (err > uDecalParams_Stage1_c1_c0_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c1_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_c1_c0_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0.xy, uTexDom_Stage1_c1_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.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0.y);
if (err > uDecalParams_Stage1_c1_c0_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c1_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_c1_c0_c0_c0.xy, uTexDom_Stage1_c1_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.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0.y);
if (err > uDecalParams_Stage1_c1_c0_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c1_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_c1_c0_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0.xy, uTexDom_Stage1_c1_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.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0.y);
if (err > uDecalParams_Stage1_c1_c0_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c1_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_c1_c0_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0.xy, uTexDom_Stage1_c1_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.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0.y);
if (err > uDecalParams_Stage1_c1_c0_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c1_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_c1_c0_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0.xy, uTexDom_Stage1_c1_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.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0.y);
if (err > uDecalParams_Stage1_c1_c0_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c1_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_c1_c0_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0.xy, uTexDom_Stage1_c1_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.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0.y);
if (err > uDecalParams_Stage1_c1_c0_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c1_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_c1_c0_c0_c0 - vec3(gl_FragCoord.xy, uSurfaceScale_Stage1_c1_c0_c0_c0 * m[4]));
_output = light_Stage1_c1_c0_c0_c0(normal_Stage1_c1_c0_c0_c0(m, uSurfaceScale_Stage1_c1_c0_c0_c0), surfaceToLight, lightColor_Stage1_c1_c0_c0_c0(surfaceToLight));
_output *= _input;
return _output;
}
vec4 CircularRRect_Stage1_c1_c0_c1_c0(vec4 _input) {
vec4 _output;
vec2 dxy0 = uinnerRect_Stage1_c1_c0_c1_c0.xy - gl_FragCoord.xy;
vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage1_c1_c0_c1_c0.zw;
vec2 dxy = max(max(dxy0, dxy1), 0.0);
float alpha = clamp(uradiusPlusHalf_Stage1_c1_c0_c1_c0.x - length(dxy), 0.0, 1.0);
_output = _input * alpha;
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_saturation(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(dsa, sda), alpha, dsa) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha);
}
vec4 ComposeTwo_Stage1_c1_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = vec4(_input.xyz, 1.0);
_output = blend_saturation(SpecularLighting_Stage1_c1_c0_c0_c0(inputColor), CircularRRect_Stage1_c1_c0_c1_c0(inputColor));
_output *= _input.w;
return _output;
}
vec4 blend_plus(vec4 src, vec4 dst) {
return min(src + dst, 1.0);
}
void main() {
vec4 outputColor_Stage0;
vec4 outputCoverage_Stage0;
{
vec4 circleEdge;
circleEdge = vinCircleEdge_Stage0;
vec3 clipPlane;
clipPlane = vinClipPlane_Stage0;
vec3 unionPlane;
unionPlane = vinUnionPlane_Stage0;
vec4 roundCapCenters;
roundCapCenters = vinRoundCapCenters_Stage0;
outputColor_Stage0 = vinColor_Stage0;
float d = length(circleEdge.xy);
float distanceToOuterEdge = circleEdge.z * (1.0 - d);
float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0);
float distanceToInnerEdge = circleEdge.z * (d - circleEdge.w);
float innerAlpha = clamp(distanceToInnerEdge, 0.0, 1.0);
edgeAlpha *= innerAlpha;
float clip = clamp(circleEdge.z * dot(circleEdge.xy, clipPlane.xy) + clipPlane.z, 0.0, 1.0);
clip = clamp(clip + clamp(circleEdge.z * dot(circleEdge.xy, unionPlane.xy) + unionPlane.z, 0.0, 1.0), 0.0, 1.0);
edgeAlpha *= clip;
float dcap1 = circleEdge.z * (vcapRadius_Stage0 - length(circleEdge.xy - roundCapCenters.xy));
float dcap2 = circleEdge.z * (vcapRadius_Stage0 - length(circleEdge.xy - roundCapCenters.zw));
float capAlpha = (1.0 - clip) * (max(dcap1, 0.0) + max(dcap2, 0.0));
edgeAlpha = min(edgeAlpha + capAlpha, 1.0);
outputCoverage_Stage0 = vec4(edgeAlpha);
}
vec4 output_Stage1;
{
vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
output_Stage1 = blend_plus(ComposeTwo_Stage1_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0(inputColor));
output_Stage1 *= outputColor_Stage0.w;
}
{
sk_FragColor = outputCoverage_Stage0 * 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;
in vec2 inPosition;
in vec4 inColor;
in vec4 inCircleEdge;
in vec3 inClipPlane;
in vec3 inUnionPlane;
in vec4 inRoundCapCenters;
noperspective out vec4 vinCircleEdge_Stage0;
noperspective out vec3 vinClipPlane_Stage0;
noperspective out vec3 vinUnionPlane_Stage0;
noperspective out vec4 vinRoundCapCenters_Stage0;
flat out float vcapRadius_Stage0;
noperspective out vec4 vinColor_Stage0;
noperspective out vec3 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_Stage0;
noperspective out vec2 vTransformedCoords_2_Stage0;
void main() {
vinCircleEdge_Stage0 = inCircleEdge;
vinClipPlane_Stage0 = inClipPlane;
vinUnionPlane_Stage0 = inUnionPlane;
vinRoundCapCenters_Stage0 = inRoundCapCenters;
vcapRadius_Stage0 = (1.0 - inCircleEdge.w) / 2.0;
vinColor_Stage0 = inColor;
vec2 pos2 = inPosition;
vTransformedCoords_0_Stage0 = uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0);
vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(inPosition, 1.0)).xy;
vTransformedCoords_2_Stage0 = (uCoordTransformMatrix_2_Stage0 * vec3(inPosition, 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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