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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_c1_c0_c0_c0;
uniform vec2 uradiusPlusHalf_Stage1_c1_c0_c0_c0;
uniform vec2 ubaseFrequency_Stage1_c1_c0_c1_c0_c0_c0;
uniform float uz_Stage1_c1_c0_c1_c0_c0_c0;
uniform vec4 ucolor_Stage1_c1_c0_c1_c0_c1_c0;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_1_Stage1;
uniform sampler2D uTextureSampler_2_Stage1;
in vec2 vTransformedCoords_0_Stage0;
vec4 ClampFragmentProcessor_Stage1_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
{
float alpha = clamp(_input.w, 0.0, 1.0);
_output = vec4(clamp(_input.xyz, 0.0, alpha), alpha);
}
return _output;
}
vec4 ColorTableEffect_Stage1_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
float nonZeroAlpha = max(_input.w, 9.9999997473787516e-05);
vec4 coord = vec4(_input.xyz / nonZeroAlpha, nonZeroAlpha);
coord = coord * 0.9960939884185791 + vec4(0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579);
_output.w = texture(uTextureSampler_0_Stage1, vec2(coord.w, 0.125)).w;
_output.x = texture(uTextureSampler_0_Stage1, vec2(coord.x, 0.375)).w;
_output.y = texture(uTextureSampler_0_Stage1, vec2(coord.y, 0.625)).w;
_output.z = texture(uTextureSampler_0_Stage1, vec2(coord.z, 0.875)).w;
_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);
}
vec4 ComposeTwo_Stage1_c0_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = vec4(_input.xyz, 1.0);
_output = blend_dst_in(ClampFragmentProcessor_Stage1_c0_c0_c0_c0(inputColor), ColorTableEffect_Stage1_c0_c0_c1_c0(inputColor));
_output *= _input.w;
return _output;
}
vec4 CircularRRect_Stage1_c1_c0_c0_c0(vec4 _input) {
vec4 _output;
vec2 dxy0 = uinnerRect_Stage1_c1_c0_c0_c0.xy - gl_FragCoord.xy;
vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage1_c1_c0_c0_c0.zw;
vec2 dxy = max(max(dxy0, dxy1), 0.0);
float alpha = clamp(uradiusPlusHalf_Stage1_c1_c0_c0_c0.x - length(dxy), 0.0, 1.0);
alpha = 1.0 - alpha;
_output = _input * alpha;
return _output;
}
vec3 fade_Stage1_c1_c0_c1_c0_c0_c0(vec3 t) {
return ((t * t) * t) * (t * (t * 6.0 - 15.0) + 10.0);
}
float perm_Stage1_c1_c0_c1_c0_c0_c0(float x) {
return texture(uTextureSampler_1_Stage1, vec2(fract(x / 256.0), 0.0)).x * 255.0;
}
float grad_Stage1_c1_c0_c1_c0_c0_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_c1_c0_c0_c0(float a, float b, float w) {
return a + w * (b - a);
}
float noise_Stage1_c1_c0_c1_c0_c0_c0(vec3 p) {
vec3 P = mod(floor(p), 256.0);
p -= floor(p);
vec3 f = fade_Stage1_c1_c0_c1_c0_c0_c0(p);
float A = perm_Stage1_c1_c0_c1_c0_c0_c0(P.x) + P.y;
float AA = perm_Stage1_c1_c0_c1_c0_c0_c0(A) + P.z;
float AB = perm_Stage1_c1_c0_c1_c0_c0_c0(A + 1.0) + P.z;
float B = perm_Stage1_c1_c0_c1_c0_c0_c0(P.x + 1.0) + P.y;
float BA = perm_Stage1_c1_c0_c1_c0_c0_c0(B) + P.z;
float BB = perm_Stage1_c1_c0_c1_c0_c0_c0(B + 1.0) + P.z;
float result = lerp_Stage1_c1_c0_c1_c0_c0_c0(lerp_Stage1_c1_c0_c1_c0_c0_c0(lerp_Stage1_c1_c0_c1_c0_c0_c0(grad_Stage1_c1_c0_c1_c0_c0_c0(perm_Stage1_c1_c0_c1_c0_c0_c0(AA), p), grad_Stage1_c1_c0_c1_c0_c0_c0(perm_Stage1_c1_c0_c1_c0_c0_c0(BA), p + vec3(-1.0, 0.0, 0.0)), f.x), lerp_Stage1_c1_c0_c1_c0_c0_c0(grad_Stage1_c1_c0_c1_c0_c0_c0(perm_Stage1_c1_c0_c1_c0_c0_c0(AB), p + vec3(0.0, -1.0, 0.0)), grad_Stage1_c1_c0_c1_c0_c0_c0(perm_Stage1_c1_c0_c1_c0_c0_c0(BB), p + vec3(-1.0, -1.0, 0.0)), f.x), f.y), lerp_Stage1_c1_c0_c1_c0_c0_c0(lerp_Stage1_c1_c0_c1_c0_c0_c0(grad_Stage1_c1_c0_c1_c0_c0_c0(perm_Stage1_c1_c0_c1_c0_c0_c0(AA + 1.0), p + vec3(0.0, 0.0, -1.0)), grad_Stage1_c1_c0_c1_c0_c0_c0(perm_Stage1_c1_c0_c1_c0_c0_c0(BA + 1.0), p + vec3(-1.0, 0.0, -1.0)), f.x), lerp_Stage1_c1_c0_c1_c0_c0_c0(grad_Stage1_c1_c0_c1_c0_c0_c0(perm_Stage1_c1_c0_c1_c0_c0_c0(AB + 1.0), p + vec3(0.0, -1.0, -1.0)), grad_Stage1_c1_c0_c1_c0_c0_c0(perm_Stage1_c1_c0_c1_c0_c0_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_c1_c0_c0_c0(vec3 p) {
float result = 0.0;
float ratio = 1.0;
for (float i = 0.0;i < 6.0; i++) {
result += noise_Stage1_c1_c0_c1_c0_c0_c0(p) / ratio;
p *= 2.0;
ratio *= 2.0;
}
return (result + 1.0) / 2.0;
}
vec4 ImprovedPerlinNoise_Stage1_c1_c0_c1_c0_c0_c0(vec4 _input) {
vec4 _output;
vec2 coords = vTransformedCoords_0_Stage0 * ubaseFrequency_Stage1_c1_c0_c1_c0_c0_c0;
float r = noiseOctaves_Stage1_c1_c0_c1_c0_c0_c0(vec3(coords, uz_Stage1_c1_c0_c1_c0_c0_c0));
float g = noiseOctaves_Stage1_c1_c0_c1_c0_c0_c0(vec3(coords, uz_Stage1_c1_c0_c1_c0_c0_c0));
float b = noiseOctaves_Stage1_c1_c0_c1_c0_c0_c0(vec3(coords, uz_Stage1_c1_c0_c1_c0_c0_c0));
float a = noiseOctaves_Stage1_c1_c0_c1_c0_c0_c0(vec3(coords, uz_Stage1_c1_c0_c1_c0_c0_c0));
_output = vec4(r, g, b, a);
_output = clamp(_output, 0.0, 1.0);
_output = vec4(_output.xyz * _output.www, _output.w);
return _output;
}
vec4 ConstColorProcessor_Stage1_c1_c0_c1_c0_c1_c0(vec4 _input) {
vec4 _output;
{
_output = ucolor_Stage1_c1_c0_c1_c0_c1_c0;
}
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_c1_c0_c1_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = vec4(_input.xyz, 1.0);
_output = blend_multiply(ImprovedPerlinNoise_Stage1_c1_c0_c1_c0_c0_c0(inputColor), ConstColorProcessor_Stage1_c1_c0_c1_c0_c1_c0(inputColor));
_output *= _input.w;
return _output;
}
vec4 blend_dst_over(vec4 src, vec4 dst) {
return (1.0 - dst.w) * src + dst;
}
vec4 ComposeTwo_Stage1_c1_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = vec4(_input.xyz, 1.0);
_output = blend_dst_over(CircularRRect_Stage1_c1_c0_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0_c1_c0(inputColor));
_output *= _input.w;
return _output;
}
vec4 blend_src_out(vec4 src, vec4 dst) {
return (1.0 - dst.w) * src;
}
void main() {
vec4 outputColor_Stage0;
{
outputColor_Stage0 = uColor_Stage0;
}
vec4 output_Stage1;
{
vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
output_Stage1 = blend_src_out(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;
in vec2 inPosition;
in vec2 inLocalCoord;
out vec2 vTransformedCoords_0_Stage0;
void main() {
vec3 pos3 = uViewM_Stage0 * vec3(inPosition, 1.0);
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inLocalCoord, 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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