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[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform vec2 ubaseFrequency_Stage1_c0_c0;
uniform vec4 uleftBorderColor_Stage2_c1_c0;
uniform vec4 urightBorderColor_Stage2_c1_c0;
uniform float ubias_Stage2_c1_c0_c0_c0;
uniform float uscale_Stage2_c1_c0_c0_c0;
uniform vec4 uscale01_Stage2_c1_c0_c1_c0;
uniform vec4 ubias01_Stage2_c1_c0_c1_c0;
uniform vec4 uscale23_Stage2_c1_c0_c1_c0;
uniform vec4 ubias23_Stage2_c1_c0_c1_c0;
uniform float uthreshold_Stage2_c1_c0_c1_c0;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_1_Stage1;
noperspective in vec4 vcolor_Stage0;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
noperspective in float vinCoverage_Stage0;
float perlinnoise_Stage1_c0_c0(float chanCoord, vec2 noiseVec) {
vec4 floorVal;
floorVal.xy = floor(noiseVec);
floorVal.zw = floorVal.xy + vec2(1.0);
vec2 fractVal = fract(noiseVec);
vec2 noiseSmooth = (fractVal * fractVal) * (vec2(3.0) - vec2(2.0) * fractVal);
floorVal = fract(floor(mod(floorVal, 256.0)) / vec4(256.0));
vec2 latticeIdx;
latticeIdx.x = texture(uTextureSampler_0_Stage1, vec2(floorVal.x, 0.5)).x;
latticeIdx.y = texture(uTextureSampler_0_Stage1, vec2(floorVal.z, 0.5)).x;
vec4 bcoords = fract(latticeIdx.xyxy + floorVal.yyww);
vec2 uv;
vec4 lattice = texture(uTextureSampler_1_Stage1, vec2(bcoords.x, chanCoord)).zyxw;
uv.x = dot((lattice.yw + lattice.xz * vec2(0.00390625)) * vec2(2.0) - vec2(1.0), fractVal);
fractVal.x -= 1.0;
lattice = texture(uTextureSampler_1_Stage1, vec2(bcoords.y, chanCoord)).zyxw;
uv.y = dot((lattice.yw + lattice.xz * vec2(0.00390625)) * vec2(2.0) - vec2(1.0), fractVal);
vec2 ab;
ab.x = mix(uv.x, uv.y, noiseSmooth.x);
fractVal.y -= 1.0;
lattice = texture(uTextureSampler_1_Stage1, vec2(bcoords.w, chanCoord)).zyxw;
uv.y = dot((lattice.yw + lattice.xz * vec2(0.00390625)) * vec2(2.0) - vec2(1.0), fractVal);
fractVal.x += 1.0;
lattice = texture(uTextureSampler_1_Stage1, vec2(bcoords.z, chanCoord)).zyxw;
uv.x = dot((lattice.yw + lattice.xz * vec2(0.00390625)) * vec2(2.0) - vec2(1.0), fractVal);
ab.y = mix(uv.x, uv.y, noiseSmooth.x);
return mix(ab.x, ab.y, noiseSmooth.y);
}
vec4 PerlinNoise_Stage1_c0_c0(vec4 _input) {
vec4 _output;
vec2 noiseVec = floor(vTransformedCoords_0_Stage0) * ubaseFrequency_Stage1_c0_c0;
_output = vec4(0.0);
float ratio = 1.0;
for (int octave = 0;octave < 6; ++octave) {
_output += vec4(perlinnoise_Stage1_c0_c0(0.125, noiseVec), perlinnoise_Stage1_c0_c0(0.375, noiseVec), perlinnoise_Stage1_c0_c0(0.625, noiseVec), perlinnoise_Stage1_c0_c0(0.875, noiseVec)) * ratio;
noiseVec *= vec2(2.0);
ratio *= 0.5;
}
_output = _output * vec4(0.5) + vec4(0.5);
_output = clamp(_output, 0.0, 1.0);
_output = vec4(_output.xyz * _output.www, _output.w);
return _output;
}
vec4 SweepGradientLayout_Stage2_c1_c0_c0_c0(vec4 _input) {
vec4 _output;
float angle;
{
angle = atan(-vTransformedCoords_1_Stage0.y, -vTransformedCoords_1_Stage0.x);
}
float t = ((angle * 0.15915493667125702 + 0.5) + ubias_Stage2_c1_c0_c0_c0) * uscale_Stage2_c1_c0_c0_c0;
_output = vec4(t, 1.0, 0.0, 0.0);
return _output;
}
vec4 DualIntervalGradientColorizer_Stage2_c1_c0_c1_c0(vec4 _input) {
vec4 _output;
float t = _input.x;
vec4 scale, bias;
if (t < uthreshold_Stage2_c1_c0_c1_c0) {
scale = uscale01_Stage2_c1_c0_c1_c0;
bias = ubias01_Stage2_c1_c0_c1_c0;
} else {
scale = uscale23_Stage2_c1_c0_c1_c0;
bias = ubias23_Stage2_c1_c0_c1_c0;
}
_output = t * scale + bias;
return _output;
}
vec4 ClampedGradientEffect_Stage2_c1_c0(vec4 _input) {
vec4 _output;
vec4 t = SweepGradientLayout_Stage2_c1_c0_c0_c0(vec4(1.0));
if (t.x < 0.0) {
_output = uleftBorderColor_Stage2_c1_c0;
} else if (t.x > 1.0) {
_output = urightBorderColor_Stage2_c1_c0;
} else {
_output = DualIntervalGradientColorizer_Stage2_c1_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 outputColor_Stage0;
vec4 outputCoverage_Stage0;
{
outputColor_Stage0 = vcolor_Stage0;
float alpha = 1.0;
alpha = vinCoverage_Stage0;
outputCoverage_Stage0 = vec4(alpha);
}
vec4 output_Stage1;
{
output_Stage1 = blend_dst_in(outputColor_Stage0, PerlinNoise_Stage1_c0_c0(vec4(1.0)));
}
vec4 output_Stage2;
{
output_Stage2 = blend_dst_in(outputCoverage_Stage0, ClampedGradientEffect_Stage2_c1_c0(vec4(1.0)));
}
{
sk_FragColor = (vec4(1.0) - output_Stage1) * output_Stage2;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
in vec2 inPosition;
in vec4 inColor;
in float inCoverage;
noperspective out vec4 vcolor_Stage0;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_Stage0;
noperspective out float vinCoverage_Stage0;
void main() {
vec4 color = inColor;
vcolor_Stage0 = color;
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;
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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