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[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform vec4 ucircle_Stage1_c0_c0;
uniform mat4 um_Stage1_c1_c0_c0_c0;
uniform vec4 uv_Stage1_c1_c0_c0_c0;
uniform vec4 urectUniform_Stage1_c1_c0_c1_c0_c0_c0;
uniform vec3 uedges_Stage1_c1_c0_c1_c0_c1_c0[3];
uniform vec2 uDstTextureUpperLeft_Stage2;
uniform vec2 uDstTextureCoordScale_Stage2;
uniform sampler2D uDstTextureSampler_Stage2;
noperspective in vec4 vcolor_Stage0;
noperspective in float vinCoverage_Stage0;
vec4 CircleEffect_Stage1_c0_c0(vec4 _input) {
vec4 _output;
float d;
{
d = (1.0 - length((ucircle_Stage1_c0_c0.xy - gl_FragCoord.xy) * ucircle_Stage1_c0_c0.w)) * ucircle_Stage1_c0_c0.z;
}
{
_output = _input * clamp(d, 0.0, 1.0);
}
return _output;
}
vec4 ColorMatrixFragmentProcessor_Stage1_c1_c0_c0_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = _input;
_output = um_Stage1_c1_c0_c0_c0 * inputColor + uv_Stage1_c1_c0_c0_c0;
{
_output = clamp(_output, 0.0, 1.0);
}
{
_output.xyz *= _output.w;
}
return _output;
}
vec4 AARectEffect_Stage1_c1_c0_c1_c0_c0_c0(vec4 _input) {
vec4 _output;
float alpha;
{
float xSub, ySub;
xSub = min(gl_FragCoord.x - urectUniform_Stage1_c1_c0_c1_c0_c0_c0.x, 0.0);
xSub += min(urectUniform_Stage1_c1_c0_c1_c0_c0_c0.z - gl_FragCoord.x, 0.0);
ySub = min(gl_FragCoord.y - urectUniform_Stage1_c1_c0_c1_c0_c0_c0.y, 0.0);
ySub += min(urectUniform_Stage1_c1_c0_c1_c0_c0_c0.w - gl_FragCoord.y, 0.0);
alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));
}
_output = _input * alpha;
return _output;
}
vec4 ConvexPoly_Stage1_c1_c0_c1_c0_c1_c0(vec4 _input) {
vec4 _output;
float alpha = 1.0;
float edge;
edge = dot(uedges_Stage1_c1_c0_c1_c0_c1_c0[0], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
edge = edge >= 0.5 ? 1.0 : 0.0;
alpha *= edge;
edge = dot(uedges_Stage1_c1_c0_c1_c0_c1_c0[1], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
edge = edge >= 0.5 ? 1.0 : 0.0;
alpha *= edge;
edge = dot(uedges_Stage1_c1_c0_c1_c0_c1_c0[2], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
edge = edge >= 0.5 ? 1.0 : 0.0;
alpha *= edge;
alpha = 1.0 - alpha;
_output = _input * alpha;
return _output;
}
vec4 blend_xor(vec4 src, vec4 dst) {
return (1.0 - dst.w) * src + (1.0 - src.w) * dst;
}
vec4 ComposeTwo_Stage1_c1_c0_c1_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = vec4(_input.xyz, 1.0);
_output = blend_xor(AARectEffect_Stage1_c1_c0_c1_c0_c0_c0(inputColor), ConvexPoly_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(ColorMatrixFragmentProcessor_Stage1_c1_c0_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0_c1_c0(inputColor));
_output *= _input.w;
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_src_out(vec4 src, vec4 dst) {
return (1.0 - dst.w) * src;
}
void main() {
vec4 outputColor_Stage0;
vec4 outputCoverage_Stage0;
{
outputColor_Stage0 = vcolor_Stage0;
float alpha = 1.0;
alpha = vinCoverage_Stage0;
outputCoverage_Stage0 = vec4(alpha);
}
vec4 output_Stage1;
{
vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
output_Stage1 = blend_overlay(CircleEffect_Stage1_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0(inputColor));
output_Stage1 *= outputColor_Stage0.w;
}
{
if (all(lessThanEqual(outputCoverage_Stage0.xyz, vec3(0.0)))) {
discard;
}
vec2 _dstTexCoord = (gl_FragCoord.xy - uDstTextureUpperLeft_Stage2) * uDstTextureCoordScale_Stage2;
vec4 _dstColor = texture(uDstTextureSampler_Stage2, _dstTexCoord);
sk_FragColor = blend_src_out(output_Stage1, _dstColor);
sk_FragColor = outputCoverage_Stage0 * sk_FragColor + (vec4(1.0) - outputCoverage_Stage0) * _dstColor;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
in vec2 inPosition;
in vec4 inColor;
in float inCoverage;
noperspective out vec4 vcolor_Stage0;
noperspective out float vinCoverage_Stage0;
void main() {
vec4 color = inColor;
vcolor_Stage0 = color;
vec2 pos2 = inPosition;
vinCoverage_Stage0 = inCoverage;
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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