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|
[require]
GLSL >= 1.40
GL_KHR_blend_equation_advanced
[fragment shader]
#version 140
#extension GL_KHR_blend_equation_advanced : require
out vec4 sk_FragColor;
layout (blend_support_all_equations) out ;
uniform vec4 uColor_Stage0;
uniform vec4 uinnerRect_Stage1_c0_c0_c0_c0;
uniform vec2 uradiusPlusHalf_Stage1_c0_c0_c0_c0;
uniform float uinnerThreshold_Stage1_c0_c0_c1_c0_c1_c0;
uniform float uouterThreshold_Stage1_c0_c0_c1_c0_c1_c0;
uniform vec4 uboundsUniform_Stage1_c1_c0_c0_c0_c0_c0;
uniform float uxInvZoom_Stage1_c1_c0_c0_c0_c0_c0;
uniform float uyInvZoom_Stage1_c1_c0_c0_c0_c0_c0;
uniform float uxInvInset_Stage1_c1_c0_c0_c0_c0_c0;
uniform float uyInvInset_Stage1_c1_c0_c0_c0_c0_c0;
uniform vec2 uoffset_Stage1_c1_c0_c0_c0_c0_c0;
uniform vec4 uinnerRect_Stage1_c1_c0_c0_c0_c1_c0;
uniform vec2 uradiusPlusHalf_Stage1_c1_c0_c0_c0_c1_c0;
uniform vec2 uImageIncrement_Stage1_c1_c0_c1_c0_c0_c0;
uniform float uSurfaceScale_Stage1_c1_c0_c1_c0_c0_c0;
uniform vec3 uLightColor_Stage1_c1_c0_c1_c0_c0_c0;
uniform float uKS_Stage1_c1_c0_c1_c0_c0_c0;
uniform float uShininess_Stage1_c1_c0_c1_c0_c0_c0;
uniform vec4 uTexDom_Stage1_c1_c0_c1_c0_c0_c0;
uniform vec3 uDecalParams_Stage1_c1_c0_c1_c0_c0_c0;
uniform vec3 uLightLocation_Stage1_c1_c0_c1_c0_c0_c0;
uniform vec4 uinnerRect_Stage1_c1_c0_c1_c0_c1_c0;
uniform vec2 uinvRadiiXY_Stage1_c1_c0_c1_c0_c1_c0;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_1_Stage1;
uniform sampler2D uTextureSampler_2_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;
vec4 CircularRRect_Stage1_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
vec2 dxy0 = uinnerRect_Stage1_c0_c0_c0_c0.xy - gl_FragCoord.xy;
vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage1_c0_c0_c0_c0.zw;
vec2 dxy = max(max(dxy0, dxy1), 0.0);
float alpha = clamp(uradiusPlusHalf_Stage1_c0_c0_c0_c0.x - length(dxy), 0.0, 1.0);
_output = _input * alpha;
return _output;
}
vec4 Dither_Stage1_c0_c0_c1_c0_c0_c0(vec4 _input) {
vec4 _output;
_output = _input;
float value;
{
uint x = uint(vTransformedCoords_0_Stage0.x);
uint y = uint(vTransformedCoords_0_Stage0.y);
uint m = (((((y & 1u) << 5u | (x & 1u) << 4u) | (y & 2u) << 2u) | (x & 2u) << 1u) | (y & 4u) >> 1u) | (x & 4u) >> 2u;
value = float(m) / 64.0 - 0.4921875;
}
_output = vec4(clamp(_output.xyz + value * 0.066666670143604279, 0.0, _output.w), _output.w);
return _output;
}
vec4 AlphaThresholdFragmentProcessor_Stage1_c0_c0_c1_c0_c1_c0(vec4 _input) {
vec4 _output;
vec4 color = _input;
vec4 mask_color = texture(uTextureSampler_0_Stage1, vTransformedCoords_1_Stage0);
if (mask_color.w < 0.5) {
if (color.w > uouterThreshold_Stage1_c0_c0_c1_c0_c1_c0) {
float scale = uouterThreshold_Stage1_c0_c0_c1_c0_c1_c0 / color.w;
color.xyz *= scale;
color.w = uouterThreshold_Stage1_c0_c0_c1_c0_c1_c0;
}
} else if (color.w < uinnerThreshold_Stage1_c0_c0_c1_c0_c1_c0) {
float scale = uinnerThreshold_Stage1_c0_c0_c1_c0_c1_c0 / max(0.0010000000474974513, color.w);
color.xyz *= scale;
color.w = uinnerThreshold_Stage1_c0_c0_c1_c0_c1_c0;
}
_output = color;
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_c1_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = vec4(_input.xyz, 1.0);
_output = blend_multiply(Dither_Stage1_c0_c0_c1_c0_c0_c0(inputColor), AlphaThresholdFragmentProcessor_Stage1_c0_c0_c1_c0_c1_c0(inputColor));
_output *= _input.w;
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_c0_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = vec4(_input.xyz, 1.0);
_output = blend_difference(CircularRRect_Stage1_c0_c0_c0_c0(inputColor), ComposeTwo_Stage1_c0_c0_c1_c0(inputColor));
_output *= _input.w;
return _output;
}
vec4 MagnifierEffect_Stage1_c1_c0_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
vec2 coord = vTransformedCoords_2_Stage0;
vec2 zoom_coord = uoffset_Stage1_c1_c0_c0_c0_c0_c0 + coord * vec2(uxInvZoom_Stage1_c1_c0_c0_c0_c0_c0, uyInvZoom_Stage1_c1_c0_c0_c0_c0_c0);
vec2 delta = (coord - uboundsUniform_Stage1_c1_c0_c0_c0_c0_c0.xy) * uboundsUniform_Stage1_c1_c0_c0_c0_c0_c0.zw;
delta = min(delta, vec2(1.0, 1.0) - delta);
delta *= vec2(uxInvInset_Stage1_c1_c0_c0_c0_c0_c0, uyInvInset_Stage1_c1_c0_c0_c0_c0_c0);
float weight = 0.0;
if (delta.x < 2.0 && delta.y < 2.0) {
delta = vec2(2.0, 2.0) - delta;
float dist = length(delta);
dist = max(2.0 - dist, 0.0);
weight = min(dist * dist, 1.0);
} else {
vec2 delta_squared = delta * delta;
weight = min(min(delta_squared.x, delta_squared.y), 1.0);
}
_output = texture(uTextureSampler_1_Stage1, mix(coord, zoom_coord, weight));
return _output;
}
vec4 CircularRRect_Stage1_c1_c0_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
vec2 dxy0 = uinnerRect_Stage1_c1_c0_c0_c0_c1_c0.xy - gl_FragCoord.xy;
vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage1_c1_c0_c0_c0_c1_c0.zw;
vec2 dxy = max(max(dxy0, dxy1), 0.0);
float alpha = clamp(uradiusPlusHalf_Stage1_c1_c0_c0_c0_c1_c0.x - length(dxy), 0.0, 1.0);
alpha = 1.0 - alpha;
_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_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_c1_c0_c0_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = vec4(_input.xyz, 1.0);
_output = blend_hue(MagnifierEffect_Stage1_c1_c0_c0_c0_c0_c0(inputColor), CircularRRect_Stage1_c1_c0_c0_c0_c1_c0(inputColor));
_output *= _input.w;
return _output;
}
vec4 light_Stage1_c1_c0_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_c1_c0_c0_c0 * pow(dot(normal, halfDir), uShininess_Stage1_c1_c0_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_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_c1_c0_c0_c0(float x, float y, float scale) {
return normalize(vec3(-x * scale, -y * scale, 1.0));
}
vec3 normal_Stage1_c1_c0_c1_c0_c0_c0(float m[9], float surfaceScale) {
return pointToNormal_Stage1_c1_c0_c1_c0_c0_c0(sobel_Stage1_c1_c0_c1_c0_c0_c0(0.0, 0.0, m[4], m[5], m[7], m[8], 0.66666698455810547), sobel_Stage1_c1_c0_c1_c0_c0_c0(0.0, 0.0, m[4], m[7], m[5], m[8], 0.66666698455810547), surfaceScale);
}
vec4 SpecularLighting_Stage1_c1_c0_c1_c0_c0_c0(vec4 _input) {
vec4 _output;
vec2 coord = vTransformedCoords_3_Stage0;
float m[9];
vec4 temp0;
{
vec2 origCoord = coord + vec2(-1.0, 1.0) * uImageIncrement_Stage1_c1_c0_c1_c0_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c1_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c1_c0_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_2_Stage1, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c1_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c1_c0_c0_c0.y);
if (err > uDecalParams_Stage1_c1_c0_c1_c0_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c1_c0_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_c1_c0_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c1_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c1_c0_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_2_Stage1, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c1_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c1_c0_c0_c0.y);
if (err > uDecalParams_Stage1_c1_c0_c1_c0_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c1_c0_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_c1_c0_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c1_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c1_c0_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_2_Stage1, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c1_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c1_c0_c0_c0.y);
if (err > uDecalParams_Stage1_c1_c0_c1_c0_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c1_c0_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_c1_c0_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c1_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c1_c0_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_2_Stage1, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c1_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c1_c0_c0_c0.y);
if (err > uDecalParams_Stage1_c1_c0_c1_c0_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c1_c0_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_c1_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c1_c0_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_2_Stage1, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c1_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c1_c0_c0_c0.y);
if (err > uDecalParams_Stage1_c1_c0_c1_c0_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c1_c0_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_c1_c0_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c1_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c1_c0_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_2_Stage1, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c1_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c1_c0_c0_c0.y);
if (err > uDecalParams_Stage1_c1_c0_c1_c0_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c1_c0_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_c1_c0_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c1_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c1_c0_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_2_Stage1, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c1_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c1_c0_c0_c0.y);
if (err > uDecalParams_Stage1_c1_c0_c1_c0_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c1_c0_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_c1_c0_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c1_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c1_c0_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_2_Stage1, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c1_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c1_c0_c0_c0.y);
if (err > uDecalParams_Stage1_c1_c0_c1_c0_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c1_c0_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_c1_c0_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c1_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c1_c0_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_2_Stage1, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c1_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c1_c0_c0_c0.y);
if (err > uDecalParams_Stage1_c1_c0_c1_c0_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage1_c1_c0_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_c1_c0_c0_c0 - vec3(gl_FragCoord.xy, uSurfaceScale_Stage1_c1_c0_c1_c0_c0_c0 * m[4]));
_output = light_Stage1_c1_c0_c1_c0_c0_c0(normal_Stage1_c1_c0_c1_c0_c0_c0(m, uSurfaceScale_Stage1_c1_c0_c1_c0_c0_c0), surfaceToLight, uLightColor_Stage1_c1_c0_c1_c0_c0_c0);
_output *= _input;
return _output;
}
vec4 EllipticalRRect_Stage1_c1_c0_c1_c0_c1_c0(vec4 _input) {
vec4 _output;
vec2 dxy0 = uinnerRect_Stage1_c1_c0_c1_c0_c1_c0.xy - gl_FragCoord.xy;
vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage1_c1_c0_c1_c0_c1_c0.zw;
vec2 dxy = max(max(dxy0, dxy1), 0.0);
vec2 Z = dxy * uinvRadiiXY_Stage1_c1_c0_c1_c0_c1_c0;
float implicit = dot(Z, dxy) - 1.0;
float grad_dot = 4.0 * dot(Z, Z);
grad_dot = max(grad_dot, 9.9999997473787516e-05);
float approx_dist = implicit * inversesqrt(grad_dot);
float alpha = clamp(0.5 - approx_dist, 0.0, 1.0);
_output = _input * alpha;
return _output;
}
vec4 blend_src_over(vec4 src, vec4 dst) {
return src + (1.0 - src.w) * dst;
}
vec4 blend_darken(vec4 src, vec4 dst) {
vec4 result = blend_src_over(src, dst);
result.xyz = min(result.xyz, (1.0 - dst.w) * src.xyz + dst.xyz);
return result;
}
vec4 ComposeTwo_Stage1_c1_c0_c1_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = vec4(_input.xyz, 1.0);
_output = blend_darken(SpecularLighting_Stage1_c1_c0_c1_c0_c0_c0(inputColor), EllipticalRRect_Stage1_c1_c0_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);
}
vec4 ComposeTwo_Stage1_c1_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = vec4(_input.xyz, 1.0);
_output = blend_color_burn(ComposeTwo_Stage1_c1_c0_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0_c1_c0(inputColor));
_output *= _input.w;
return _output;
}
void main() {
vec4 outputColor_Stage0;
{
outputColor_Stage0 = uColor_Stage0;
}
vec4 output_Stage1;
{
vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
output_Stage1 = blend_multiply(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 uViewM_Stage0;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
uniform mat3 uCoordTransformMatrix_2_Stage0;
uniform mat3 uCoordTransformMatrix_3_Stage0;
in vec2 inPosition;
in vec2 inLocalCoord;
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() {
vec2 pos2 = (uViewM_Stage0 * vec3(inPosition, 1.0)).xy;
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inLocalCoord, 1.0)).xy;
vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(inLocalCoord, 1.0)).xy;
vTransformedCoords_2_Stage0 = (uCoordTransformMatrix_2_Stage0 * vec3(inLocalCoord, 1.0)).xy;
vTransformedCoords_3_Stage0 = (uCoordTransformMatrix_3_Stage0 * vec3(inLocalCoord, 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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