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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 urectUniform_Stage1;
uniform vec4 uboundsUniform_Stage2;
uniform float uxInvZoom_Stage2;
uniform float uyInvZoom_Stage2;
uniform float uxInvInset_Stage2;
uniform float uyInvInset_Stage2;
uniform vec2 uoffset_Stage2;
uniform vec2 uImageIncrement_Stage3;
uniform vec2 uBounds_Stage3;
uniform vec4 uKernel_Stage3[5];
uniform vec4 uleftBorderColor_Stage4_c0_c0;
uniform vec4 urightBorderColor_Stage4_c0_c0;
uniform vec4 uscale0_1_Stage4_c0_c0_c1_c0;
uniform vec4 uscale2_3_Stage4_c0_c0_c1_c0;
uniform vec4 uscale4_5_Stage4_c0_c0_c1_c0;
uniform vec4 uscale6_7_Stage4_c0_c0_c1_c0;
uniform vec4 ubias0_1_Stage4_c0_c0_c1_c0;
uniform vec4 ubias2_3_Stage4_c0_c0_c1_c0;
uniform vec4 ubias4_5_Stage4_c0_c0_c1_c0;
uniform vec4 ubias6_7_Stage4_c0_c0_c1_c0;
uniform vec4 uthresholds1_7_Stage4_c0_c0_c1_c0;
uniform vec4 uthresholds9_13_Stage4_c0_c0_c1_c0;
uniform vec2 uImageIncrement_Stage5;
uniform vec2 uBounds_Stage5;
uniform vec4 uKernel_Stage5[3];
uniform sampler2D uTextureSampler_0_Stage2;
uniform sampler2D uTextureSampler_0_Stage3;
uniform sampler2D uTextureSampler_0_Stage5;
noperspective in vec2 vEllipseOffsets_Stage0;
noperspective in vec4 vEllipseRadii_Stage0;
noperspective in vec4 vinColor_Stage0;
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 RadialGradientLayout_Stage4_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
float t = length(vTransformedCoords_2_Stage0);
_output = vec4(t, 1.0, 0.0, 0.0);
return _output;
}
vec4 UnrolledBinaryGradientColorizer_Stage4_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
float t = _input.x;
vec4 scale, bias;
{
if (t < uthresholds1_7_Stage4_c0_c0_c1_c0.y) {
if (t < uthresholds1_7_Stage4_c0_c0_c1_c0.x) {
scale = uscale0_1_Stage4_c0_c0_c1_c0;
bias = ubias0_1_Stage4_c0_c0_c1_c0;
} else {
scale = uscale2_3_Stage4_c0_c0_c1_c0;
bias = ubias2_3_Stage4_c0_c0_c1_c0;
}
} else {
if (t < uthresholds1_7_Stage4_c0_c0_c1_c0.z) {
scale = uscale4_5_Stage4_c0_c0_c1_c0;
bias = ubias4_5_Stage4_c0_c0_c1_c0;
} else {
scale = uscale6_7_Stage4_c0_c0_c1_c0;
bias = ubias6_7_Stage4_c0_c0_c1_c0;
}
}
}
_output = t * scale + bias;
return _output;
}
vec4 ClampedGradientEffect_Stage4_c0_c0(vec4 _input) {
vec4 _output;
vec4 t = RadialGradientLayout_Stage4_c0_c0_c0_c0(vec4(1.0));
if (t.x < 0.0) {
_output = uleftBorderColor_Stage4_c0_c0;
} else if (t.x > 1.0) {
_output = urightBorderColor_Stage4_c0_c0;
} else {
_output = UnrolledBinaryGradientColorizer_Stage4_c0_c0_c1_c0(t);
}
{
_output.xyz *= _output.w;
}
return _output;
}
vec4 blend_src_in(vec4 src, vec4 dst) {
return src * dst.w;
}
vec4 blend_dst_in(vec4 src, vec4 dst) {
return blend_src_in(dst, src);
}
void main() {
vec4 outputCoverage_Stage0;
{
vec2 offset = vEllipseOffsets_Stage0;
float test = dot(offset, offset) - 1.0;
vec2 grad = (2.0 * offset) * vEllipseRadii_Stage0.xy;
float grad_dot = dot(grad, grad);
grad_dot = max(grad_dot, 1.1754999560161448e-38);
float invlen = inversesqrt(grad_dot);
float edgeAlpha = clamp(0.5 - test * invlen, 0.0, 1.0);
outputCoverage_Stage0 = vec4(edgeAlpha);
}
vec4 output_Stage2;
{
vec2 coord = vTransformedCoords_0_Stage0;
vec2 zoom_coord = uoffset_Stage2 + coord * vec2(uxInvZoom_Stage2, uyInvZoom_Stage2);
vec2 delta = (coord - uboundsUniform_Stage2.xy) * uboundsUniform_Stage2.zw;
delta = min(delta, vec2(1.0, 1.0) - delta);
delta *= vec2(uxInvInset_Stage2, uyInvInset_Stage2);
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_Stage2 = texture(uTextureSampler_0_Stage2, mix(coord, zoom_coord, weight));
}
vec4 output_Stage3;
{
output_Stage3 = vec4(0.0, 0.0, 0.0, 0.0);
vec2 coord = vTransformedCoords_1_Stage0 - 8.0 * uImageIncrement_Stage3;
vec2 coordSampled = vec2(0.0, 0.0);
coordSampled = coord;
coordSampled.x = clamp(coord.x, uBounds_Stage3.x, uBounds_Stage3.y);
output_Stage3 += texture(uTextureSampler_0_Stage3, coordSampled) * uKernel_Stage3[0].x;
coord += uImageIncrement_Stage3;
coordSampled = coord;
coordSampled.x = clamp(coord.x, uBounds_Stage3.x, uBounds_Stage3.y);
output_Stage3 += texture(uTextureSampler_0_Stage3, coordSampled) * uKernel_Stage3[0].y;
coord += uImageIncrement_Stage3;
coordSampled = coord;
coordSampled.x = clamp(coord.x, uBounds_Stage3.x, uBounds_Stage3.y);
output_Stage3 += texture(uTextureSampler_0_Stage3, coordSampled) * uKernel_Stage3[0].z;
coord += uImageIncrement_Stage3;
coordSampled = coord;
coordSampled.x = clamp(coord.x, uBounds_Stage3.x, uBounds_Stage3.y);
output_Stage3 += texture(uTextureSampler_0_Stage3, coordSampled) * uKernel_Stage3[0].w;
coord += uImageIncrement_Stage3;
coordSampled = coord;
coordSampled.x = clamp(coord.x, uBounds_Stage3.x, uBounds_Stage3.y);
output_Stage3 += texture(uTextureSampler_0_Stage3, coordSampled) * uKernel_Stage3[1].x;
coord += uImageIncrement_Stage3;
coordSampled = coord;
coordSampled.x = clamp(coord.x, uBounds_Stage3.x, uBounds_Stage3.y);
output_Stage3 += texture(uTextureSampler_0_Stage3, coordSampled) * uKernel_Stage3[1].y;
coord += uImageIncrement_Stage3;
coordSampled = coord;
coordSampled.x = clamp(coord.x, uBounds_Stage3.x, uBounds_Stage3.y);
output_Stage3 += texture(uTextureSampler_0_Stage3, coordSampled) * uKernel_Stage3[1].z;
coord += uImageIncrement_Stage3;
coordSampled = coord;
coordSampled.x = clamp(coord.x, uBounds_Stage3.x, uBounds_Stage3.y);
output_Stage3 += texture(uTextureSampler_0_Stage3, coordSampled) * uKernel_Stage3[1].w;
coord += uImageIncrement_Stage3;
coordSampled = coord;
coordSampled.x = clamp(coord.x, uBounds_Stage3.x, uBounds_Stage3.y);
output_Stage3 += texture(uTextureSampler_0_Stage3, coordSampled) * uKernel_Stage3[2].x;
coord += uImageIncrement_Stage3;
coordSampled = coord;
coordSampled.x = clamp(coord.x, uBounds_Stage3.x, uBounds_Stage3.y);
output_Stage3 += texture(uTextureSampler_0_Stage3, coordSampled) * uKernel_Stage3[2].y;
coord += uImageIncrement_Stage3;
coordSampled = coord;
coordSampled.x = clamp(coord.x, uBounds_Stage3.x, uBounds_Stage3.y);
output_Stage3 += texture(uTextureSampler_0_Stage3, coordSampled) * uKernel_Stage3[2].z;
coord += uImageIncrement_Stage3;
coordSampled = coord;
coordSampled.x = clamp(coord.x, uBounds_Stage3.x, uBounds_Stage3.y);
output_Stage3 += texture(uTextureSampler_0_Stage3, coordSampled) * uKernel_Stage3[2].w;
coord += uImageIncrement_Stage3;
coordSampled = coord;
coordSampled.x = clamp(coord.x, uBounds_Stage3.x, uBounds_Stage3.y);
output_Stage3 += texture(uTextureSampler_0_Stage3, coordSampled) * uKernel_Stage3[3].x;
coord += uImageIncrement_Stage3;
coordSampled = coord;
coordSampled.x = clamp(coord.x, uBounds_Stage3.x, uBounds_Stage3.y);
output_Stage3 += texture(uTextureSampler_0_Stage3, coordSampled) * uKernel_Stage3[3].y;
coord += uImageIncrement_Stage3;
coordSampled = coord;
coordSampled.x = clamp(coord.x, uBounds_Stage3.x, uBounds_Stage3.y);
output_Stage3 += texture(uTextureSampler_0_Stage3, coordSampled) * uKernel_Stage3[3].z;
coord += uImageIncrement_Stage3;
coordSampled = coord;
coordSampled.x = clamp(coord.x, uBounds_Stage3.x, uBounds_Stage3.y);
output_Stage3 += texture(uTextureSampler_0_Stage3, coordSampled) * uKernel_Stage3[3].w;
coord += uImageIncrement_Stage3;
coordSampled = coord;
coordSampled.x = clamp(coord.x, uBounds_Stage3.x, uBounds_Stage3.y);
output_Stage3 += texture(uTextureSampler_0_Stage3, coordSampled) * uKernel_Stage3[4].x;
coord += uImageIncrement_Stage3;
output_Stage3 *= outputCoverage_Stage0;
}
vec4 output_Stage4;
{
output_Stage4 = blend_dst_in(output_Stage3, ClampedGradientEffect_Stage4_c0_c0(vec4(1.0)));
}
vec4 output_Stage5;
{
output_Stage5 = vec4(0.0, 0.0, 0.0, 0.0);
vec2 coord = vTransformedCoords_3_Stage0 - 4.0 * uImageIncrement_Stage5;
vec2 coordSampled = vec2(0.0, 0.0);
coordSampled = coord;
coordSampled.y = clamp(coord.y, uBounds_Stage5.x, uBounds_Stage5.y);
output_Stage5 += texture(uTextureSampler_0_Stage5, coordSampled) * uKernel_Stage5[0].x;
coord += uImageIncrement_Stage5;
coordSampled = coord;
coordSampled.y = clamp(coord.y, uBounds_Stage5.x, uBounds_Stage5.y);
output_Stage5 += texture(uTextureSampler_0_Stage5, coordSampled) * uKernel_Stage5[0].y;
coord += uImageIncrement_Stage5;
coordSampled = coord;
coordSampled.y = clamp(coord.y, uBounds_Stage5.x, uBounds_Stage5.y);
output_Stage5 += texture(uTextureSampler_0_Stage5, coordSampled) * uKernel_Stage5[0].z;
coord += uImageIncrement_Stage5;
coordSampled = coord;
coordSampled.y = clamp(coord.y, uBounds_Stage5.x, uBounds_Stage5.y);
output_Stage5 += texture(uTextureSampler_0_Stage5, coordSampled) * uKernel_Stage5[0].w;
coord += uImageIncrement_Stage5;
coordSampled = coord;
coordSampled.y = clamp(coord.y, uBounds_Stage5.x, uBounds_Stage5.y);
output_Stage5 += texture(uTextureSampler_0_Stage5, coordSampled) * uKernel_Stage5[1].x;
coord += uImageIncrement_Stage5;
coordSampled = coord;
coordSampled.y = clamp(coord.y, uBounds_Stage5.x, uBounds_Stage5.y);
output_Stage5 += texture(uTextureSampler_0_Stage5, coordSampled) * uKernel_Stage5[1].y;
coord += uImageIncrement_Stage5;
coordSampled = coord;
coordSampled.y = clamp(coord.y, uBounds_Stage5.x, uBounds_Stage5.y);
output_Stage5 += texture(uTextureSampler_0_Stage5, coordSampled) * uKernel_Stage5[1].z;
coord += uImageIncrement_Stage5;
coordSampled = coord;
coordSampled.y = clamp(coord.y, uBounds_Stage5.x, uBounds_Stage5.y);
output_Stage5 += texture(uTextureSampler_0_Stage5, coordSampled) * uKernel_Stage5[1].w;
coord += uImageIncrement_Stage5;
coordSampled = coord;
coordSampled.y = clamp(coord.y, uBounds_Stage5.x, uBounds_Stage5.y);
output_Stage5 += texture(uTextureSampler_0_Stage5, coordSampled) * uKernel_Stage5[2].x;
coord += uImageIncrement_Stage5;
output_Stage5 *= output_Stage4;
}
{
sk_FragColor = output_Stage5 * output_Stage2;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
uniform mat3 uCoordTransformMatrix_2_Stage0;
uniform mat3 uCoordTransformMatrix_3_Stage0;
in vec2 inPosition;
in vec4 inColor;
in vec2 inEllipseOffset;
in vec4 inEllipseRadii;
noperspective out vec2 vEllipseOffsets_Stage0;
noperspective out vec4 vEllipseRadii_Stage0;
noperspective out vec4 vinColor_Stage0;
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() {
vEllipseOffsets_Stage0 = inEllipseOffset;
vEllipseRadii_Stage0 = inEllipseRadii;
vinColor_Stage0 = inColor;
vec2 pos2 = inPosition;
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy;
vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(inPosition, 1.0)).xy;
vTransformedCoords_2_Stage0 = (uCoordTransformMatrix_2_Stage0 * vec3(inPosition, 1.0)).xy;
vTransformedCoords_3_Stage0 = (uCoordTransformMatrix_3_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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