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[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform vec4 uleftBorderColor_Stage1_c0_c0_c0_c0;
uniform vec4 urightBorderColor_Stage1_c0_c0_c0_c0;
uniform vec4 ustart_Stage1_c0_c0_c0_c0_c1_c0;
uniform vec4 uend_Stage1_c0_c0_c0_c0_c1_c0;
uniform sampler2D uTextureSampler_0_Stage1;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
flat in vec4 vcolor_Stage0;
vec4 RadialGradientLayout_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
float t = length(vTransformedCoords_0_Stage0);
_output = vec4(t, 1.0, 0.0, 0.0);
return _output;
}
vec4 SingleIntervalGradientColorizer_Stage1_c0_c0_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
float t = _input.x;
_output = (1.0 - t) * ustart_Stage1_c0_c0_c0_c0_c1_c0 + t * uend_Stage1_c0_c0_c0_c0_c1_c0;
return _output;
}
vec4 ClampedGradientEffect_Stage1_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
vec4 t = RadialGradientLayout_Stage1_c0_c0_c0_c0_c0_c0(vec4(1.0));
if (t.x < 0.0) {
_output = uleftBorderColor_Stage1_c0_c0_c0_c0;
} else if (t.x > 1.0) {
_output = urightBorderColor_Stage1_c0_c0_c0_c0;
} else {
_output = SingleIntervalGradientColorizer_Stage1_c0_c0_c0_c0_c1_c0(t);
}
return _output;
}
vec4 OverrideInputFragmentProcessor_Stage1_c0_c0(vec4 _input) {
vec4 _output;
_output = ClampedGradientEffect_Stage1_c0_c0_c0_c0(vec4(1.0, 1.0, 1.0, 1.0));
return _output;
}
vec4 TextureEffect_Stage1_c1_c0_c0_c0(vec4 _input) {
vec4 _output;
_output = texture(uTextureSampler_0_Stage1, vTransformedCoords_1_Stage0) * _input;
return _output;
}
vec4 OverrideInputFragmentProcessor_Stage1_c1_c0(vec4 _input) {
vec4 _output;
_output = TextureEffect_Stage1_c1_c0_c0_c0(vec4(1.0, 1.0, 1.0, 1.0));
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);
}
void main() {
vec4 outputColor_Stage0;
{
outputColor_Stage0 = vcolor_Stage0;
}
vec4 output_Stage1;
{
vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
output_Stage1 = blend_color_burn(OverrideInputFragmentProcessor_Stage1_c0_c0(inputColor), OverrideInputFragmentProcessor_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 vec4 color;
in vec2 localCoord;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_Stage0;
flat out vec4 vcolor_Stage0;
void main() {
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy;
vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(localCoord, 1.0)).xy;
vcolor_Stage0 = color;
gl_Position = vec4(position.x, position.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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