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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 ucircleData_Stage2_c0_c0;
uniform vec3 uedges_Stage2_c1_c0[3];
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_0_Stage2;
noperspective in vec2 vTransformedCoords_0_Stage0;
vec4 CircleBlurFragmentProcessor_Stage2_c0_c0(vec4 _input) {
vec4 _output;
vec2 vec = vec2((gl_FragCoord.x - ucircleData_Stage2_c0_c0.x) * ucircleData_Stage2_c0_c0.w, (gl_FragCoord.y - ucircleData_Stage2_c0_c0.y) * ucircleData_Stage2_c0_c0.w);
float dist = length(vec) + (0.5 - ucircleData_Stage2_c0_c0.z) * ucircleData_Stage2_c0_c0.w;
_output = _input * texture(uTextureSampler_0_Stage2, vec2(dist, 0.5)).w;
return _output;
}
vec4 ConvexPoly_Stage2_c1_c0(vec4 _input) {
vec4 _output;
float alpha = 1.0;
float edge;
edge = dot(uedges_Stage2_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_Stage2_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_Stage2_c1_c0[2], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
edge = edge >= 0.5 ? 1.0 : 0.0;
alpha *= edge;
_output = _input * alpha;
return _output;
}
vec4 blend_src_in(vec4 src, vec4 dst) {
return src * 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_src_in(CircleBlurFragmentProcessor_Stage2_c0_c0(inputColor), ConvexPoly_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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