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[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform float uinnerThreshold_Stage2_c0_c0;
uniform float uouterThreshold_Stage2_c0_c0;
uniform vec2 uScale_Stage2_c1_c0;
uniform vec4 uTexDom_Stage2_c1_c0;
uniform vec3 uDecalParams_Stage2_c1_c0;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_0_Stage2;
uniform sampler2D uTextureSampler_1_Stage2;
uniform sampler2D uTextureSampler_2_Stage2;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
noperspective in vec2 vTransformedCoords_2_Stage0;
noperspective in vec2 vTransformedCoords_3_Stage0;
vec4 AlphaThresholdFragmentProcessor_Stage2_c0_c0(vec4 _input) {
vec4 _output;
vec4 color = _input;
vec4 mask_color = texture(uTextureSampler_0_Stage2, vTransformedCoords_1_Stage0);
if (mask_color.w < 0.5) {
if (color.w > uouterThreshold_Stage2_c0_c0) {
float scale = uouterThreshold_Stage2_c0_c0 / color.w;
color.xyz *= scale;
color.w = uouterThreshold_Stage2_c0_c0;
}
} else if (color.w < uinnerThreshold_Stage2_c0_c0) {
float scale = uinnerThreshold_Stage2_c0_c0 / max(0.0010000000474974513, color.w);
color.xyz *= scale;
color.w = uinnerThreshold_Stage2_c0_c0;
}
_output = color;
return _output;
}
vec4 DisplacementMap_Stage2_c1_c0(vec4 _input) {
vec4 _output;
vec4 dColor = texture(uTextureSampler_1_Stage2, 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_Stage2_c1_c0 * (dColor.wz - vec2(0.5));
{
vec2 origCoord = cCoords;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage2_c1_c0.xy, uTexDom_Stage2_c1_c0.zw);
vec4 textureColor = texture(uTextureSampler_2_Stage2, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2_c1_c0.y);
if (err > uDecalParams_Stage2_c1_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage2_c1_c0.z < 1.0) {
err = 0.0;
}
_output = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
return _output;
}
vec4 blend_screen(vec4 src, vec4 dst) {
return src + (1.0 - src) * dst;
}
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_screen(AlphaThresholdFragmentProcessor_Stage2_c0_c0(inputColor), DisplacementMap_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;
uniform mat3 uCoordTransformMatrix_2_Stage0;
uniform mat3 uCoordTransformMatrix_3_Stage0;
in vec2 position;
in vec2 localCoord;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_Stage0;
noperspective out vec2 vTransformedCoords_2_Stage0;
noperspective out vec2 vTransformedCoords_3_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;
vTransformedCoords_2_Stage0 = (uCoordTransformMatrix_2_Stage0 * vec3(localCoord, 1.0)).xy;
vTransformedCoords_3_Stage0 = (uCoordTransformMatrix_3_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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