1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
|
[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 urectUniform_Stage2;
uniform float uinnerThreshold_Stage3_c0_c0;
uniform float uouterThreshold_Stage3_c0_c0;
uniform vec2 uImageIncrement_Stage3_c1_c0;
uniform vec2 uBounds_Stage3_c1_c0;
uniform vec4 uKernel_Stage3_c1_c0[6];
uniform vec2 uScale_Stage4;
uniform vec4 uTexDom_Stage4;
uniform vec3 uDecalParams_Stage4;
uniform vec2 uImageIncrement_Stage5;
uniform float uSurfaceScale_Stage5;
uniform vec3 uLightColor_Stage5;
uniform float uKS_Stage5;
uniform float uShininess_Stage5;
uniform vec4 uTexDom_Stage5;
uniform vec3 uDecalParams_Stage5;
uniform vec3 uLightLocation_Stage5;
uniform sampler2D uTextureSampler_0_Stage3;
uniform sampler2D uTextureSampler_1_Stage3;
uniform sampler2D uTextureSampler_0_Stage4;
uniform sampler2D uTextureSampler_1_Stage4;
uniform sampler2D uTextureSampler_0_Stage5;
noperspective in vec4 vcolor_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;
noperspective in vec2 vTransformedCoords_4_Stage0;
vec4 AlphaThresholdFragmentProcessor_Stage3_c0_c0(vec4 _input) {
vec4 _output;
vec4 color = _input;
vec4 mask_color = texture(uTextureSampler_0_Stage3, vTransformedCoords_0_Stage0);
if (mask_color.w < 0.5) {
if (color.w > uouterThreshold_Stage3_c0_c0) {
float scale = uouterThreshold_Stage3_c0_c0 / color.w;
color.xyz *= scale;
color.w = uouterThreshold_Stage3_c0_c0;
}
} else if (color.w < uinnerThreshold_Stage3_c0_c0) {
float scale = uinnerThreshold_Stage3_c0_c0 / max(0.0010000000474974513, color.w);
color.xyz *= scale;
color.w = uinnerThreshold_Stage3_c0_c0;
}
_output = color;
return _output;
}
vec4 GaussianConvolution_Stage3_c1_c0(vec4 _input) {
vec4 _output;
_output = vec4(0.0, 0.0, 0.0, 0.0);
vec2 coord = vTransformedCoords_1_Stage0 - 11.0 * uImageIncrement_Stage3_c1_c0;
vec2 coordSampled = vec2(0.0, 0.0);
coordSampled = coord;
coordSampled.y = mod(coord.y - uBounds_Stage3_c1_c0.x, uBounds_Stage3_c1_c0.y - uBounds_Stage3_c1_c0.x) + uBounds_Stage3_c1_c0.x;
_output += texture(uTextureSampler_1_Stage3, coordSampled) * uKernel_Stage3_c1_c0[0].x;
coord += uImageIncrement_Stage3_c1_c0;
coordSampled = coord;
coordSampled.y = mod(coord.y - uBounds_Stage3_c1_c0.x, uBounds_Stage3_c1_c0.y - uBounds_Stage3_c1_c0.x) + uBounds_Stage3_c1_c0.x;
_output += texture(uTextureSampler_1_Stage3, coordSampled) * uKernel_Stage3_c1_c0[0].y;
coord += uImageIncrement_Stage3_c1_c0;
coordSampled = coord;
coordSampled.y = mod(coord.y - uBounds_Stage3_c1_c0.x, uBounds_Stage3_c1_c0.y - uBounds_Stage3_c1_c0.x) + uBounds_Stage3_c1_c0.x;
_output += texture(uTextureSampler_1_Stage3, coordSampled) * uKernel_Stage3_c1_c0[0].z;
coord += uImageIncrement_Stage3_c1_c0;
coordSampled = coord;
coordSampled.y = mod(coord.y - uBounds_Stage3_c1_c0.x, uBounds_Stage3_c1_c0.y - uBounds_Stage3_c1_c0.x) + uBounds_Stage3_c1_c0.x;
_output += texture(uTextureSampler_1_Stage3, coordSampled) * uKernel_Stage3_c1_c0[0].w;
coord += uImageIncrement_Stage3_c1_c0;
coordSampled = coord;
coordSampled.y = mod(coord.y - uBounds_Stage3_c1_c0.x, uBounds_Stage3_c1_c0.y - uBounds_Stage3_c1_c0.x) + uBounds_Stage3_c1_c0.x;
_output += texture(uTextureSampler_1_Stage3, coordSampled) * uKernel_Stage3_c1_c0[1].x;
coord += uImageIncrement_Stage3_c1_c0;
coordSampled = coord;
coordSampled.y = mod(coord.y - uBounds_Stage3_c1_c0.x, uBounds_Stage3_c1_c0.y - uBounds_Stage3_c1_c0.x) + uBounds_Stage3_c1_c0.x;
_output += texture(uTextureSampler_1_Stage3, coordSampled) * uKernel_Stage3_c1_c0[1].y;
coord += uImageIncrement_Stage3_c1_c0;
coordSampled = coord;
coordSampled.y = mod(coord.y - uBounds_Stage3_c1_c0.x, uBounds_Stage3_c1_c0.y - uBounds_Stage3_c1_c0.x) + uBounds_Stage3_c1_c0.x;
_output += texture(uTextureSampler_1_Stage3, coordSampled) * uKernel_Stage3_c1_c0[1].z;
coord += uImageIncrement_Stage3_c1_c0;
coordSampled = coord;
coordSampled.y = mod(coord.y - uBounds_Stage3_c1_c0.x, uBounds_Stage3_c1_c0.y - uBounds_Stage3_c1_c0.x) + uBounds_Stage3_c1_c0.x;
_output += texture(uTextureSampler_1_Stage3, coordSampled) * uKernel_Stage3_c1_c0[1].w;
coord += uImageIncrement_Stage3_c1_c0;
coordSampled = coord;
coordSampled.y = mod(coord.y - uBounds_Stage3_c1_c0.x, uBounds_Stage3_c1_c0.y - uBounds_Stage3_c1_c0.x) + uBounds_Stage3_c1_c0.x;
_output += texture(uTextureSampler_1_Stage3, coordSampled) * uKernel_Stage3_c1_c0[2].x;
coord += uImageIncrement_Stage3_c1_c0;
coordSampled = coord;
coordSampled.y = mod(coord.y - uBounds_Stage3_c1_c0.x, uBounds_Stage3_c1_c0.y - uBounds_Stage3_c1_c0.x) + uBounds_Stage3_c1_c0.x;
_output += texture(uTextureSampler_1_Stage3, coordSampled) * uKernel_Stage3_c1_c0[2].y;
coord += uImageIncrement_Stage3_c1_c0;
coordSampled = coord;
coordSampled.y = mod(coord.y - uBounds_Stage3_c1_c0.x, uBounds_Stage3_c1_c0.y - uBounds_Stage3_c1_c0.x) + uBounds_Stage3_c1_c0.x;
_output += texture(uTextureSampler_1_Stage3, coordSampled) * uKernel_Stage3_c1_c0[2].z;
coord += uImageIncrement_Stage3_c1_c0;
coordSampled = coord;
coordSampled.y = mod(coord.y - uBounds_Stage3_c1_c0.x, uBounds_Stage3_c1_c0.y - uBounds_Stage3_c1_c0.x) + uBounds_Stage3_c1_c0.x;
_output += texture(uTextureSampler_1_Stage3, coordSampled) * uKernel_Stage3_c1_c0[2].w;
coord += uImageIncrement_Stage3_c1_c0;
coordSampled = coord;
coordSampled.y = mod(coord.y - uBounds_Stage3_c1_c0.x, uBounds_Stage3_c1_c0.y - uBounds_Stage3_c1_c0.x) + uBounds_Stage3_c1_c0.x;
_output += texture(uTextureSampler_1_Stage3, coordSampled) * uKernel_Stage3_c1_c0[3].x;
coord += uImageIncrement_Stage3_c1_c0;
coordSampled = coord;
coordSampled.y = mod(coord.y - uBounds_Stage3_c1_c0.x, uBounds_Stage3_c1_c0.y - uBounds_Stage3_c1_c0.x) + uBounds_Stage3_c1_c0.x;
_output += texture(uTextureSampler_1_Stage3, coordSampled) * uKernel_Stage3_c1_c0[3].y;
coord += uImageIncrement_Stage3_c1_c0;
coordSampled = coord;
coordSampled.y = mod(coord.y - uBounds_Stage3_c1_c0.x, uBounds_Stage3_c1_c0.y - uBounds_Stage3_c1_c0.x) + uBounds_Stage3_c1_c0.x;
_output += texture(uTextureSampler_1_Stage3, coordSampled) * uKernel_Stage3_c1_c0[3].z;
coord += uImageIncrement_Stage3_c1_c0;
coordSampled = coord;
coordSampled.y = mod(coord.y - uBounds_Stage3_c1_c0.x, uBounds_Stage3_c1_c0.y - uBounds_Stage3_c1_c0.x) + uBounds_Stage3_c1_c0.x;
_output += texture(uTextureSampler_1_Stage3, coordSampled) * uKernel_Stage3_c1_c0[3].w;
coord += uImageIncrement_Stage3_c1_c0;
coordSampled = coord;
coordSampled.y = mod(coord.y - uBounds_Stage3_c1_c0.x, uBounds_Stage3_c1_c0.y - uBounds_Stage3_c1_c0.x) + uBounds_Stage3_c1_c0.x;
_output += texture(uTextureSampler_1_Stage3, coordSampled) * uKernel_Stage3_c1_c0[4].x;
coord += uImageIncrement_Stage3_c1_c0;
coordSampled = coord;
coordSampled.y = mod(coord.y - uBounds_Stage3_c1_c0.x, uBounds_Stage3_c1_c0.y - uBounds_Stage3_c1_c0.x) + uBounds_Stage3_c1_c0.x;
_output += texture(uTextureSampler_1_Stage3, coordSampled) * uKernel_Stage3_c1_c0[4].y;
coord += uImageIncrement_Stage3_c1_c0;
coordSampled = coord;
coordSampled.y = mod(coord.y - uBounds_Stage3_c1_c0.x, uBounds_Stage3_c1_c0.y - uBounds_Stage3_c1_c0.x) + uBounds_Stage3_c1_c0.x;
_output += texture(uTextureSampler_1_Stage3, coordSampled) * uKernel_Stage3_c1_c0[4].z;
coord += uImageIncrement_Stage3_c1_c0;
coordSampled = coord;
coordSampled.y = mod(coord.y - uBounds_Stage3_c1_c0.x, uBounds_Stage3_c1_c0.y - uBounds_Stage3_c1_c0.x) + uBounds_Stage3_c1_c0.x;
_output += texture(uTextureSampler_1_Stage3, coordSampled) * uKernel_Stage3_c1_c0[4].w;
coord += uImageIncrement_Stage3_c1_c0;
coordSampled = coord;
coordSampled.y = mod(coord.y - uBounds_Stage3_c1_c0.x, uBounds_Stage3_c1_c0.y - uBounds_Stage3_c1_c0.x) + uBounds_Stage3_c1_c0.x;
_output += texture(uTextureSampler_1_Stage3, coordSampled) * uKernel_Stage3_c1_c0[5].x;
coord += uImageIncrement_Stage3_c1_c0;
coordSampled = coord;
coordSampled.y = mod(coord.y - uBounds_Stage3_c1_c0.x, uBounds_Stage3_c1_c0.y - uBounds_Stage3_c1_c0.x) + uBounds_Stage3_c1_c0.x;
_output += texture(uTextureSampler_1_Stage3, coordSampled) * uKernel_Stage3_c1_c0[5].y;
coord += uImageIncrement_Stage3_c1_c0;
coordSampled = coord;
coordSampled.y = mod(coord.y - uBounds_Stage3_c1_c0.x, uBounds_Stage3_c1_c0.y - uBounds_Stage3_c1_c0.x) + uBounds_Stage3_c1_c0.x;
_output += texture(uTextureSampler_1_Stage3, coordSampled) * uKernel_Stage3_c1_c0[5].z;
coord += uImageIncrement_Stage3_c1_c0;
_output *= _input;
return _output;
}
vec4 light_Stage5(vec3 normal, vec3 surfaceToLight, vec3 lightColor) {
vec3 halfDir = normalize(surfaceToLight + vec3(0.0, 0.0, 1.0));
float colorScale = uKS_Stage5 * pow(dot(normal, halfDir), uShininess_Stage5);
vec3 color = lightColor * clamp(colorScale, 0.0, 1.0);
return vec4(color, max(max(color.x, color.y), color.z));
}
float sobel_Stage5(float a, float b, float c, float d, float e, float f, float scale) {
return (((((-a + b) - 2.0 * c) + 2.0 * d) - e) + f) * scale;
}
vec3 pointToNormal_Stage5(float x, float y, float scale) {
return normalize(vec3(-x * scale, -y * scale, 1.0));
}
vec3 normal_Stage5(float m[9], float surfaceScale) {
return pointToNormal_Stage5(sobel_Stage5(0.0, 0.0, m[4], m[5], m[7], m[8], 0.66666698455810547), sobel_Stage5(0.0, 0.0, m[4], m[7], m[5], m[8], 0.66666698455810547), surfaceScale);
}
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;
}
void main() {
vec4 outputColor_Stage0;
{
outputColor_Stage0 = vcolor_Stage0;
}
vec4 output_Stage1;
{
float alpha;
{
float xSub, ySub;
xSub = min(gl_FragCoord.x - urectUniform_Stage1.x, 0.0);
xSub += min(urectUniform_Stage1.z - gl_FragCoord.x, 0.0);
ySub = min(gl_FragCoord.y - urectUniform_Stage1.y, 0.0);
ySub += min(urectUniform_Stage1.w - gl_FragCoord.y, 0.0);
alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));
}
output_Stage1 = vec4(alpha);
}
vec4 output_Stage2;
{
float alpha;
{
float xSub, ySub;
xSub = min(gl_FragCoord.x - urectUniform_Stage2.x, 0.0);
xSub += min(urectUniform_Stage2.z - gl_FragCoord.x, 0.0);
ySub = min(gl_FragCoord.y - urectUniform_Stage2.y, 0.0);
ySub += min(urectUniform_Stage2.w - gl_FragCoord.y, 0.0);
alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));
}
output_Stage2 = output_Stage1 * alpha;
}
vec4 output_Stage3;
{
vec4 inputColor = vec4(output_Stage2.xyz, 1.0);
output_Stage3 = blend_overlay(AlphaThresholdFragmentProcessor_Stage3_c0_c0(inputColor), GaussianConvolution_Stage3_c1_c0(inputColor));
output_Stage3 *= output_Stage2.w;
}
vec4 output_Stage4;
{
vec4 dColor = texture(uTextureSampler_0_Stage4, vTransformedCoords_2_Stage0);
dColor.xyz = dColor.w < 9.9999999747524271e-07 ? vec3(0.0) : clamp(dColor.xyz / dColor.w, 0.0, 1.0);
vec2 cCoords = vTransformedCoords_3_Stage0 + uScale_Stage4 * (dColor.zy - vec2(0.5));
{
vec2 origCoord = cCoords;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage4.xy, uTexDom_Stage4.zw);
vec4 textureColor = texture(uTextureSampler_1_Stage4, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage4.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage4.y);
if (err > uDecalParams_Stage4.z) {
err = 1.0;
} else if (uDecalParams_Stage4.z < 1.0) {
err = 0.0;
}
output_Stage4 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
}
vec4 output_Stage5;
{
vec2 coord = vTransformedCoords_4_Stage0;
float m[9];
vec4 temp0;
{
vec2 origCoord = coord + vec2(-1.0, 1.0) * uImageIncrement_Stage5;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage5.xy, uTexDom_Stage5.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage5, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage5.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage5.y);
if (err > uDecalParams_Stage5.z) {
err = 1.0;
} else if (uDecalParams_Stage5.z < 1.0) {
err = 0.0;
}
temp0 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
m[0] = temp0.w;
vec4 temp1;
{
vec2 origCoord = coord + vec2(0.0, 1.0) * uImageIncrement_Stage5;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage5.xy, uTexDom_Stage5.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage5, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage5.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage5.y);
if (err > uDecalParams_Stage5.z) {
err = 1.0;
} else if (uDecalParams_Stage5.z < 1.0) {
err = 0.0;
}
temp1 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
m[1] = temp1.w;
vec4 temp2;
{
vec2 origCoord = coord + uImageIncrement_Stage5;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage5.xy, uTexDom_Stage5.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage5, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage5.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage5.y);
if (err > uDecalParams_Stage5.z) {
err = 1.0;
} else if (uDecalParams_Stage5.z < 1.0) {
err = 0.0;
}
temp2 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
m[2] = temp2.w;
vec4 temp3;
{
vec2 origCoord = coord + vec2(-1.0, 0.0) * uImageIncrement_Stage5;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage5.xy, uTexDom_Stage5.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage5, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage5.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage5.y);
if (err > uDecalParams_Stage5.z) {
err = 1.0;
} else if (uDecalParams_Stage5.z < 1.0) {
err = 0.0;
}
temp3 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
m[3] = temp3.w;
vec4 temp4;
{
vec2 origCoord = coord;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage5.xy, uTexDom_Stage5.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage5, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage5.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage5.y);
if (err > uDecalParams_Stage5.z) {
err = 1.0;
} else if (uDecalParams_Stage5.z < 1.0) {
err = 0.0;
}
temp4 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
m[4] = temp4.w;
vec4 temp5;
{
vec2 origCoord = coord + vec2(1.0, 0.0) * uImageIncrement_Stage5;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage5.xy, uTexDom_Stage5.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage5, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage5.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage5.y);
if (err > uDecalParams_Stage5.z) {
err = 1.0;
} else if (uDecalParams_Stage5.z < 1.0) {
err = 0.0;
}
temp5 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
m[5] = temp5.w;
vec4 temp6;
{
vec2 origCoord = coord + vec2(-1.0, -1.0) * uImageIncrement_Stage5;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage5.xy, uTexDom_Stage5.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage5, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage5.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage5.y);
if (err > uDecalParams_Stage5.z) {
err = 1.0;
} else if (uDecalParams_Stage5.z < 1.0) {
err = 0.0;
}
temp6 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
m[6] = temp6.w;
vec4 temp7;
{
vec2 origCoord = coord + vec2(0.0, -1.0) * uImageIncrement_Stage5;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage5.xy, uTexDom_Stage5.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage5, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage5.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage5.y);
if (err > uDecalParams_Stage5.z) {
err = 1.0;
} else if (uDecalParams_Stage5.z < 1.0) {
err = 0.0;
}
temp7 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
m[7] = temp7.w;
vec4 temp8;
{
vec2 origCoord = coord + vec2(1.0, -1.0) * uImageIncrement_Stage5;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage5.xy, uTexDom_Stage5.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage5, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage5.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage5.y);
if (err > uDecalParams_Stage5.z) {
err = 1.0;
} else if (uDecalParams_Stage5.z < 1.0) {
err = 0.0;
}
temp8 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
m[8] = temp8.w;
vec3 surfaceToLight = normalize(uLightLocation_Stage5 - vec3(gl_FragCoord.xy, uSurfaceScale_Stage5 * m[4]));
output_Stage5 = light_Stage5(normal_Stage5(m, uSurfaceScale_Stage5), surfaceToLight, uLightColor_Stage5);
output_Stage5 *= output_Stage4;
}
{
sk_FragColor = output_Stage5 * outputColor_Stage0;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uViewM_Stage0;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
uniform mat3 uCoordTransformMatrix_2_Stage0;
uniform mat3 uCoordTransformMatrix_3_Stage0;
uniform mat3 uCoordTransformMatrix_4_Stage0;
in vec2 inPosition;
in vec4 inColor;
noperspective out vec4 vcolor_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;
noperspective out vec2 vTransformedCoords_4_Stage0;
void main() {
vec4 color = inColor;
vcolor_Stage0 = color;
vec2 pos2 = (uViewM_Stage0 * vec3(inPosition, 1.0)).xy;
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;
vTransformedCoords_4_Stage0 = (uCoordTransformMatrix_4_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);
}
|