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[require]
GLSL >= 1.40
[fragment shader]
#version 140
#extension GL_KHR_blend_equation_advanced : require
out vec4 sk_FragColor;
layout (blend_support_all_equations) out ;
uniform vec4 ucolor_Stage1_c0_c0_c0_c0_c0_c0;
uniform vec4 urectUniform_Stage1_c0_c0_c0_c0_c1_c0;
uniform vec4 uboundsUniform_Stage1_c0_c0_c1_c0;
uniform float uxInvZoom_Stage1_c0_c0_c1_c0;
uniform float uyInvZoom_Stage1_c0_c0_c1_c0;
uniform float uxInvInset_Stage1_c0_c0_c1_c0;
uniform float uyInvInset_Stage1_c0_c0_c1_c0;
uniform vec2 uoffset_Stage1_c0_c0_c1_c0;
uniform vec2 ubaseFrequency_Stage1_c1_c0;
uniform float uz_Stage1_c1_c0;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_1_Stage1;
uniform sampler2D uTextureSampler_2_Stage1;
noperspective in vec4 vcolor_Stage0;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
vec4 ConstColorProcessor_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
{
_output = _input * ucolor_Stage1_c0_c0_c0_c0_c0_c0;
}
return _output;
}
vec4 AARectEffect_Stage1_c0_c0_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
float alpha;
{
float xSub, ySub;
xSub = min(gl_FragCoord.x - urectUniform_Stage1_c0_c0_c0_c0_c1_c0.x, 0.0);
xSub += min(urectUniform_Stage1_c0_c0_c0_c0_c1_c0.z - gl_FragCoord.x, 0.0);
ySub = min(gl_FragCoord.y - urectUniform_Stage1_c0_c0_c0_c0_c1_c0.y, 0.0);
ySub += min(urectUniform_Stage1_c0_c0_c0_c0_c1_c0.w - gl_FragCoord.y, 0.0);
alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));
}
{
alpha = 1.0 - alpha;
}
_output = _input * alpha;
return _output;
}
vec4 blend_src_atop(vec4 src, vec4 dst) {
return dst.w * src + (1.0 - src.w) * dst;
}
vec4 ComposeTwo_Stage1_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = vec4(_input.xyz, 1.0);
_output = blend_src_atop(ConstColorProcessor_Stage1_c0_c0_c0_c0_c0_c0(inputColor), AARectEffect_Stage1_c0_c0_c0_c0_c1_c0(inputColor));
_output *= _input.w;
return _output;
}
vec4 MagnifierEffect_Stage1_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
vec2 coord = vTransformedCoords_0_Stage0;
vec2 zoom_coord = uoffset_Stage1_c0_c0_c1_c0 + coord * vec2(uxInvZoom_Stage1_c0_c0_c1_c0, uyInvZoom_Stage1_c0_c0_c1_c0);
vec2 delta = (coord - uboundsUniform_Stage1_c0_c0_c1_c0.xy) * uboundsUniform_Stage1_c0_c0_c1_c0.zw;
delta = min(delta, vec2(1.0, 1.0) - delta);
delta *= vec2(uxInvInset_Stage1_c0_c0_c1_c0, uyInvInset_Stage1_c0_c0_c1_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_0_Stage1, mix(coord, zoom_coord, weight));
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_c0_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = vec4(_input.xyz, 1.0);
_output = blend_hard_light(ComposeTwo_Stage1_c0_c0_c0_c0(inputColor), MagnifierEffect_Stage1_c0_c0_c1_c0(inputColor));
_output *= _input.w;
return _output;
}
vec3 fade_Stage1_c1_c0(vec3 t) {
return ((t * t) * t) * (t * (t * 6.0 - 15.0) + 10.0);
}
float perm_Stage1_c1_c0(float x) {
return texture(uTextureSampler_1_Stage1, vec2(fract(x / 256.0), 0.0)).x * 255.0;
}
float grad_Stage1_c1_c0(float x, vec3 p) {
return dot(texture(uTextureSampler_2_Stage1, vec2(fract(x / 16.0), 0.0)).xyz * 255.0 - vec3(1.0), p);
}
float lerp_Stage1_c1_c0(float a, float b, float w) {
return a + w * (b - a);
}
float noise_Stage1_c1_c0(vec3 p) {
vec3 P = mod(floor(p), 256.0);
p -= floor(p);
vec3 f = fade_Stage1_c1_c0(p);
float A = perm_Stage1_c1_c0(P.x) + P.y;
float AA = perm_Stage1_c1_c0(A) + P.z;
float AB = perm_Stage1_c1_c0(A + 1.0) + P.z;
float B = perm_Stage1_c1_c0(P.x + 1.0) + P.y;
float BA = perm_Stage1_c1_c0(B) + P.z;
float BB = perm_Stage1_c1_c0(B + 1.0) + P.z;
float result = lerp_Stage1_c1_c0(lerp_Stage1_c1_c0(lerp_Stage1_c1_c0(grad_Stage1_c1_c0(perm_Stage1_c1_c0(AA), p), grad_Stage1_c1_c0(perm_Stage1_c1_c0(BA), p + vec3(-1.0, 0.0, 0.0)), f.x), lerp_Stage1_c1_c0(grad_Stage1_c1_c0(perm_Stage1_c1_c0(AB), p + vec3(0.0, -1.0, 0.0)), grad_Stage1_c1_c0(perm_Stage1_c1_c0(BB), p + vec3(-1.0, -1.0, 0.0)), f.x), f.y), lerp_Stage1_c1_c0(lerp_Stage1_c1_c0(grad_Stage1_c1_c0(perm_Stage1_c1_c0(AA + 1.0), p + vec3(0.0, 0.0, -1.0)), grad_Stage1_c1_c0(perm_Stage1_c1_c0(BA + 1.0), p + vec3(-1.0, 0.0, -1.0)), f.x), lerp_Stage1_c1_c0(grad_Stage1_c1_c0(perm_Stage1_c1_c0(AB + 1.0), p + vec3(0.0, -1.0, -1.0)), grad_Stage1_c1_c0(perm_Stage1_c1_c0(BB + 1.0), p + vec3(-1.0, -1.0, -1.0)), f.x), f.y), f.z);
return result;
}
float noiseOctaves_Stage1_c1_c0(vec3 p) {
float result = 0.0;
float ratio = 1.0;
for (float i = 0.0;i < 5.0; i++) {
result += noise_Stage1_c1_c0(p) / ratio;
p *= 2.0;
ratio *= 2.0;
}
return (result + 1.0) / 2.0;
}
vec4 ImprovedPerlinNoise_Stage1_c1_c0(vec4 _input) {
vec4 _output;
vec2 coords = vTransformedCoords_1_Stage0 * ubaseFrequency_Stage1_c1_c0;
float r = noiseOctaves_Stage1_c1_c0(vec3(coords, uz_Stage1_c1_c0));
float g = noiseOctaves_Stage1_c1_c0(vec3(coords, uz_Stage1_c1_c0));
float b = noiseOctaves_Stage1_c1_c0(vec3(coords, uz_Stage1_c1_c0));
float a = noiseOctaves_Stage1_c1_c0(vec3(coords, uz_Stage1_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;
}
float _guarded_divide(float n, float d) {
return n / d;
}
float _soft_light_component(float sc, float sa, float dc, float da) {
if (2.0 * sc <= sa) {
return (_guarded_divide((dc * dc) * (sa - 2.0 * sc), da) + (1.0 - da) * sc) + dc * ((-sa + 2.0 * sc) + 1.0);
} else if (4.0 * dc <= da) {
float DSqd = dc * dc;
float DCub = DSqd * dc;
float DaSqd = da * da;
float DaCub = DaSqd * da;
return _guarded_divide(((DaSqd * (sc - dc * ((3.0 * sa - 6.0 * sc) - 1.0)) + ((12.0 * da) * DSqd) * (sa - 2.0 * sc)) - (16.0 * DCub) * (sa - 2.0 * sc)) - DaCub * sc, DaSqd);
}
return ((dc * ((sa - 2.0 * sc) + 1.0) + sc) - sqrt(da * dc) * (sa - 2.0 * sc)) - da * sc;
}
vec4 blend_soft_light(vec4 src, vec4 dst) {
if (dst.w == 0.0) {
return src;
}
return vec4(_soft_light_component(src.x, src.w, dst.x, dst.w), _soft_light_component(src.y, src.w, dst.y, dst.w), _soft_light_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_soft_light(ComposeTwo_Stage1_c0_c0(inputColor), ImprovedPerlinNoise_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 inPosition;
in vec4 inColor;
in vec2 inLocalCoord;
noperspective out vec4 vcolor_Stage0;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_Stage0;
void main() {
vec4 color = inColor;
vcolor_Stage0 = color;
vec2 pos2 = inPosition;
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inLocalCoord, 1.0)).xy;
vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_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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