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[require]
GLSL >= 1.40
[fragment shader]
#version 140
#extension GL_ARB_fragment_coord_conventions : require
layout(origin_upper_left) in vec4 gl_FragCoord;
out vec4 sk_FragColor;
uniform vec4 uinnerRect_Stage2_c0_c0;
uniform vec2 uradiusPlusHalf_Stage2_c0_c0;
uniform sampler2D uTextureSampler_0_Stage1;
noperspective in vec2 vTransformedCoords_0_Stage0;
vec4 CircularRRect_Stage2_c0_c0(vec4 _input) {
vec4 _output;
vec2 dxy0 = uinnerRect_Stage2_c0_c0.xy - gl_FragCoord.xy;
vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage2_c0_c0.zw;
vec2 dxy = max(max(dxy0, dxy1), 0.0);
float alpha = clamp(uradiusPlusHalf_Stage2_c0_c0.x - length(dxy), 0.0, 1.0);
_output = _input * alpha;
return _output;
}
vec4 ClampFragmentProcessor_Stage2_c1_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;
}
float _guarded_divide(float n, float d) {
return n / d;
}
float _color_burn_component(float sc, float sa, float dc, float da) {
if (da == dc) {
return (sa * da + sc * (1.0 - da)) + dc * (1.0 - sa);
} else if (sc == 0.0) {
return dc * (1.0 - sa);
}
float d = max(0.0, da - _guarded_divide((da - dc) * sa, sc));
return (d * sa + sc * (1.0 - da)) + dc * (1.0 - sa);
}
vec4 blend_color_burn(vec4 src, vec4 dst) {
return vec4(_color_burn_component(src.x, src.w, dst.x, dst.w), _color_burn_component(src.y, src.w, dst.y, dst.w), _color_burn_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_color_burn(CircularRRect_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;
in vec2 position;
in vec2 localCoord;
noperspective out vec2 vTransformedCoords_0_Stage0;
void main() {
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_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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