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[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform vec2 uImageIncrement_Stage2_c0_c0;
uniform vec4 uKernel_Stage2_c0_c0[2];
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_0_Stage2;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
vec4 GaussianConvolution_Stage2_c0_c0(vec4 _input) {
vec4 _output;
_output = vec4(0.0, 0.0, 0.0, 0.0);
vec2 coord = vTransformedCoords_1_Stage0 - 3.0 * uImageIncrement_Stage2_c0_c0;
vec2 coordSampled = vec2(0.0, 0.0);
coordSampled = coord;
_output += texture(uTextureSampler_0_Stage2, coordSampled) * uKernel_Stage2_c0_c0[0].x;
coord += uImageIncrement_Stage2_c0_c0;
coordSampled = coord;
_output += texture(uTextureSampler_0_Stage2, coordSampled) * uKernel_Stage2_c0_c0[0].y;
coord += uImageIncrement_Stage2_c0_c0;
coordSampled = coord;
_output += texture(uTextureSampler_0_Stage2, coordSampled) * uKernel_Stage2_c0_c0[0].z;
coord += uImageIncrement_Stage2_c0_c0;
coordSampled = coord;
_output += texture(uTextureSampler_0_Stage2, coordSampled) * uKernel_Stage2_c0_c0[0].w;
coord += uImageIncrement_Stage2_c0_c0;
coordSampled = coord;
_output += texture(uTextureSampler_0_Stage2, coordSampled) * uKernel_Stage2_c0_c0[1].x;
coord += uImageIncrement_Stage2_c0_c0;
coordSampled = coord;
_output += texture(uTextureSampler_0_Stage2, coordSampled) * uKernel_Stage2_c0_c0[1].y;
coord += uImageIncrement_Stage2_c0_c0;
coordSampled = coord;
_output += texture(uTextureSampler_0_Stage2, coordSampled) * uKernel_Stage2_c0_c0[1].z;
coord += uImageIncrement_Stage2_c0_c0;
_output *= _input;
return _output;
}
vec4 ClampFragmentProcessor_Stage2_c1_c0(vec4 _input) {
vec4 _output;
{
_output = clamp(_input, 0.0, 1.0);
}
return _output;
}
float _guarded_divide(float n, float d) {
return n / d;
}
float _soft_light_component(float sc, float sa, float dc, float da) {
if (2.0 * sc <= sa) {
return (_guarded_divide((dc * dc) * (sa - 2.0 * sc), da) + (1.0 - da) * sc) + dc * ((-sa + 2.0 * sc) + 1.0);
} else if (4.0 * dc <= da) {
float DSqd = dc * dc;
float DCub = DSqd * dc;
float DaSqd = da * da;
float DaCub = DaSqd * da;
return _guarded_divide(((DaSqd * (sc - dc * ((3.0 * sa - 6.0 * sc) - 1.0)) + ((12.0 * da) * DSqd) * (sa - 2.0 * sc)) - (16.0 * DCub) * (sa - 2.0 * sc)) - DaCub * sc, DaSqd);
}
return ((dc * ((sa - 2.0 * sc) + 1.0) + sc) - sqrt(da * dc) * (sa - 2.0 * sc)) - da * sc;
}
vec4 blend_soft_light(vec4 src, vec4 dst) {
if (dst.w == 0.0) {
return src;
}
return vec4(_soft_light_component(src.x, src.w, dst.x, dst.w), _soft_light_component(src.y, src.w, dst.y, dst.w), _soft_light_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w);
}
void main() {
vec4 output_Stage1;
{
output_Stage1 = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0);
}
vec4 output_Stage2;
{
vec4 inputColor = vec4(output_Stage1.xyz, 1.0);
output_Stage2 = blend_soft_light(GaussianConvolution_Stage2_c0_c0(inputColor), ClampFragmentProcessor_Stage2_c1_c0(inputColor));
output_Stage2 *= output_Stage1.w;
}
{
sk_FragColor = output_Stage2;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
in vec2 position;
in vec2 localCoord;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_Stage0;
void main() {
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy;
vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(localCoord, 1.0)).xy;
gl_Position = vec4(position.x, position.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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