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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_Stage1;
uniform vec2 ubaseFrequency_Stage2;
uniform float uz_Stage2;
uniform vec2 ubaseFrequency_Stage4;
uniform float uz_Stage4;
uniform sampler2D uTextureSampler_0_Stage0;
uniform sampler2D uTextureSampler_0_Stage2;
uniform sampler2D uTextureSampler_1_Stage2;
uniform sampler2D uTextureSampler_0_Stage4;
uniform sampler2D uTextureSampler_1_Stage4;
uniform sampler2D uTextureSampler_0_Stage5;
in vec2 vTextureCoords_Stage0;
flat in int vTexIndex_Stage0;
in vec2 vIntTextureCoords_Stage0;
in vec4 vinColor_Stage0;
in vec2 vTransformedCoords_0_Stage0;
in vec2 vTransformedCoords_1_Stage0;
vec3 fade_Stage2(vec3 t) {
return ((t * t) * t) * (t * (t * 6.0 - 15.0) + 10.0);
}
float perm_Stage2(float x) {
return texture(uTextureSampler_0_Stage2, vec2(fract(x / 256.0), 0.0)).x * 255.0;
}
float grad_Stage2(float x, vec3 p) {
return dot(texture(uTextureSampler_1_Stage2, vec2(fract(x / 16.0), 0.0)).xyz * 255.0 - vec3(1.0), p);
}
float lerp_Stage2(float a, float b, float w) {
return a + w * (b - a);
}
float noise_Stage2(vec3 p) {
vec3 P = mod(floor(p), 256.0);
p -= floor(p);
vec3 f = fade_Stage2(p);
float A = perm_Stage2(P.x) + P.y;
float AA = perm_Stage2(A) + P.z;
float AB = perm_Stage2(A + 1.0) + P.z;
float B = perm_Stage2(P.x + 1.0) + P.y;
float BA = perm_Stage2(B) + P.z;
float BB = perm_Stage2(B + 1.0) + P.z;
float result = lerp_Stage2(lerp_Stage2(lerp_Stage2(grad_Stage2(perm_Stage2(AA), p), grad_Stage2(perm_Stage2(BA), p + vec3(-1.0, 0.0, 0.0)), f.x), lerp_Stage2(grad_Stage2(perm_Stage2(AB), p + vec3(0.0, -1.0, 0.0)), grad_Stage2(perm_Stage2(BB), p + vec3(-1.0, -1.0, 0.0)), f.x), f.y), lerp_Stage2(lerp_Stage2(grad_Stage2(perm_Stage2(AA + 1.0), p + vec3(0.0, 0.0, -1.0)), grad_Stage2(perm_Stage2(BA + 1.0), p + vec3(-1.0, 0.0, -1.0)), f.x), lerp_Stage2(grad_Stage2(perm_Stage2(AB + 1.0), p + vec3(0.0, -1.0, -1.0)), grad_Stage2(perm_Stage2(BB + 1.0), p + vec3(-1.0, -1.0, -1.0)), f.x), f.y), f.z);
return result;
}
float noiseOctaves_Stage2(vec3 p) {
float result = 0.0;
float ratio = 1.0;
for (float i = 0.0;i < 7.0; i++) {
result += noise_Stage2(p) / ratio;
p *= 2.0;
ratio *= 2.0;
}
return (result + 1.0) / 2.0;
}
vec3 fade_Stage4(vec3 t) {
return ((t * t) * t) * (t * (t * 6.0 - 15.0) + 10.0);
}
float perm_Stage4(float x) {
return texture(uTextureSampler_0_Stage4, vec2(fract(x / 256.0), 0.0)).x * 255.0;
}
float grad_Stage4(float x, vec3 p) {
return dot(texture(uTextureSampler_1_Stage4, vec2(fract(x / 16.0), 0.0)).xyz * 255.0 - vec3(1.0), p);
}
float lerp_Stage4(float a, float b, float w) {
return a + w * (b - a);
}
float noise_Stage4(vec3 p) {
vec3 P = mod(floor(p), 256.0);
p -= floor(p);
vec3 f = fade_Stage4(p);
float A = perm_Stage4(P.x) + P.y;
float AA = perm_Stage4(A) + P.z;
float AB = perm_Stage4(A + 1.0) + P.z;
float B = perm_Stage4(P.x + 1.0) + P.y;
float BA = perm_Stage4(B) + P.z;
float BB = perm_Stage4(B + 1.0) + P.z;
float result = lerp_Stage4(lerp_Stage4(lerp_Stage4(grad_Stage4(perm_Stage4(AA), p), grad_Stage4(perm_Stage4(BA), p + vec3(-1.0, 0.0, 0.0)), f.x), lerp_Stage4(grad_Stage4(perm_Stage4(AB), p + vec3(0.0, -1.0, 0.0)), grad_Stage4(perm_Stage4(BB), p + vec3(-1.0, -1.0, 0.0)), f.x), f.y), lerp_Stage4(lerp_Stage4(grad_Stage4(perm_Stage4(AA + 1.0), p + vec3(0.0, 0.0, -1.0)), grad_Stage4(perm_Stage4(BA + 1.0), p + vec3(-1.0, 0.0, -1.0)), f.x), lerp_Stage4(grad_Stage4(perm_Stage4(AB + 1.0), p + vec3(0.0, -1.0, -1.0)), grad_Stage4(perm_Stage4(BB + 1.0), p + vec3(-1.0, -1.0, -1.0)), f.x), f.y), f.z);
return result;
}
float noiseOctaves_Stage4(vec3 p) {
float result = 0.0;
float ratio = 1.0;
for (float i = 0.0;i < 8.0; i++) {
result += noise_Stage4(p) / ratio;
p *= 2.0;
ratio *= 2.0;
}
return (result + 1.0) / 2.0;
}
void main() {
vec4 outputColor_Stage0;
{
outputColor_Stage0 = vinColor_Stage0;
vec2 uv = vTextureCoords_Stage0;
vec4 texColor;
{
texColor = texture(uTextureSampler_0_Stage0, uv);
}
float distance = 7.96875 * (texColor.x - 0.50196081399917603);
vec2 dist_grad = vec2(dFdx(distance), -dFdy(distance));
float dg_len2 = dot(dist_grad, dist_grad);
if (dg_len2 < 9.9999997473787516e-05) {
dist_grad = vec2(0.70709997415542603, 0.70709997415542603);
} else {
dist_grad = dist_grad * inversesqrt(dg_len2);
}
}
vec4 output_Stage2;
{
vec2 coords = vTransformedCoords_0_Stage0 * ubaseFrequency_Stage2;
float r = noiseOctaves_Stage2(vec3(coords, uz_Stage2));
float g = noiseOctaves_Stage2(vec3(coords, uz_Stage2));
float b = noiseOctaves_Stage2(vec3(coords, uz_Stage2));
float a = noiseOctaves_Stage2(vec3(coords, uz_Stage2));
output_Stage2 = vec4(r, g, b, a);
output_Stage2 = clamp(output_Stage2, 0.0, 1.0);
output_Stage2 = vec4(output_Stage2.xyz * output_Stage2.www, output_Stage2.w);
}
vec4 output_Stage3;
{
output_Stage3 = floor(output_Stage2 * 255.0 + 0.5) / 255.0;
{
output_Stage3.xyz = floor((output_Stage3.xyz * output_Stage3.w) * 255.0 + 0.5) / 255.0;
}
}
vec4 output_Stage4;
{
vec2 coords = vTransformedCoords_1_Stage0 * ubaseFrequency_Stage4;
float r = noiseOctaves_Stage4(vec3(coords, uz_Stage4));
float g = noiseOctaves_Stage4(vec3(coords, uz_Stage4));
float b = noiseOctaves_Stage4(vec3(coords, uz_Stage4));
float a = noiseOctaves_Stage4(vec3(coords, uz_Stage4));
output_Stage4 = vec4(r, g, b, a);
output_Stage4 = clamp(output_Stage4, 0.0, 1.0);
output_Stage4 = vec4(output_Stage4.xyz * output_Stage4.www, output_Stage4.w);
}
vec4 output_Stage5;
{
float nonZeroAlpha = max(output_Stage4.w, 9.9999997473787516e-05);
vec4 coord = vec4(output_Stage4.xyz / nonZeroAlpha, nonZeroAlpha);
coord = coord * 0.9960939884185791 + vec4(0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579);
output_Stage5.w = texture(uTextureSampler_0_Stage5, vec2(coord.w, 0.125)).w;
output_Stage5.x = texture(uTextureSampler_0_Stage5, vec2(coord.x, 0.375)).w;
output_Stage5.y = texture(uTextureSampler_0_Stage5, vec2(coord.y, 0.625)).w;
output_Stage5.z = texture(uTextureSampler_0_Stage5, vec2(coord.z, 0.875)).w;
output_Stage5.xyz *= output_Stage5.w;
}
{
sk_FragColor = output_Stage5 * outputColor_Stage0;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform vec2 uAtlasDimensionsInv_Stage0;
uniform mat3 uViewM_Stage0;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
in vec2 inPosition;
in vec4 inColor;
in uvec2 inTextureCoords;
out vec2 vTextureCoords_Stage0;
flat out int vTexIndex_Stage0;
out vec2 vIntTextureCoords_Stage0;
out vec4 vinColor_Stage0;
out vec2 vTransformedCoords_0_Stage0;
out vec2 vTransformedCoords_1_Stage0;
void main() {
ivec2 signedCoords = ivec2(int(inTextureCoords.x), int(inTextureCoords.y));
vec2 unormTexCoords = vec2(float(signedCoords.x / 2), float(signedCoords.y / 2));
vTextureCoords_Stage0 = unormTexCoords * uAtlasDimensionsInv_Stage0;
vTexIndex_Stage0 = 0;
vIntTextureCoords_Stage0 = unormTexCoords;
vinColor_Stage0 = inColor;
vec3 pos3 = uViewM_Stage0 * vec3(inPosition, 1.0);
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy;
vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(inPosition, 1.0)).xy;
gl_Position = vec4(pos3.x, pos3.y, 0.0, pos3.z);
gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}
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