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[require]
GLSL >= 1.40
GL_KHR_blend_equation_advanced

[fragment shader]
#version 140

#extension GL_KHR_blend_equation_advanced : require
out vec4 sk_FragColor;
layout (blend_support_all_equations) out ;
uniform vec4 uColor_Stage0;
uniform vec4 urectUniform_Stage1_c0_c0_c1_c0_c0_c0;
uniform vec2 uScale_Stage1_c0_c0_c1_c0_c1_c0;
uniform vec4 uTexDom_Stage1_c0_c0_c1_c0_c1_c0;
uniform vec3 uDecalParams_Stage1_c0_c0_c1_c0_c1_c0;
uniform vec4 uinnerRect_Stage1_c1_c0;
uniform vec2 uradiusPlusHalf_Stage1_c1_c0;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_1_Stage1;
uniform sampler2D uTextureSampler_2_Stage1;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
vec4 ColorTableEffect_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) {
    vec4 _output;
    float nonZeroAlpha = max(_input.w, 9.9999997473787516e-05);
    vec4 coord = vec4(_input.xyz / nonZeroAlpha, nonZeroAlpha);
    coord = coord * 0.9960939884185791 + vec4(0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579);
    _output.w = texture(uTextureSampler_0_Stage1, vec2(coord.w, 0.125)).w;
    _output.x = texture(uTextureSampler_0_Stage1, vec2(coord.x, 0.375)).w;
    _output.y = texture(uTextureSampler_0_Stage1, vec2(coord.y, 0.625)).w;
    _output.z = texture(uTextureSampler_0_Stage1, vec2(coord.z, 0.875)).w;
    _output.xyz *= _output.w;
    return _output;
}
vec4 ConfigConversionEffect_Stage1_c0_c0_c0_c0_c1_c0(vec4 _input) {
    vec4 _output;
    _output = floor(_input * 255.0 + 0.5) / 255.0;
    {
        _output.xyz = _output.w <= 0.0 ? vec3(0.0) : floor((_output.xyz / _output.w) * 255.0 + 0.5) / 255.0;
    }
    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);
}
vec4 ComposeTwo_Stage1_c0_c0_c0_c0(vec4 _input) {
    vec4 _output;
    vec4 inputColor = vec4(_input.xyz, 1.0);
    _output = blend_color_burn(ColorTableEffect_Stage1_c0_c0_c0_c0_c0_c0(inputColor), ConfigConversionEffect_Stage1_c0_c0_c0_c0_c1_c0(inputColor));
    _output *= _input.w;
    return _output;
}
vec4 AARectEffect_Stage1_c0_c0_c1_c0_c0_c0(vec4 _input) {
    vec4 _output;
    float alpha;
    {
        alpha = float(all(greaterThan(vec4(gl_FragCoord.xy, urectUniform_Stage1_c0_c0_c1_c0_c0_c0.zw), vec4(urectUniform_Stage1_c0_c0_c1_c0_c0_c0.xy, gl_FragCoord.xy))) ? 1 : 0);
    }
    _output = _input * alpha;
    return _output;
}
vec4 DisplacementMap_Stage1_c0_c0_c1_c0_c1_c0(vec4 _input) {
    vec4 _output;
    vec4 dColor = texture(uTextureSampler_1_Stage1, vTransformedCoords_0_Stage0);
    dColor.xyz = dColor.w < 9.9999999747524271e-07 ? vec3(0.0) : clamp(dColor.xyz / dColor.w, 0.0, 1.0);
    vec2 cCoords = vTransformedCoords_1_Stage0 + uScale_Stage1_c0_c0_c1_c0_c1_c0 * (dColor.wy - vec2(0.5));
    {
        vec2 origCoord = cCoords;
        vec2 clampedCoord;
        clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c1_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c1_c0_c1_c0.zw);
        vec4 textureColor = texture(uTextureSampler_2_Stage1, clampedCoord);
        float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c1_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c1_c0_c1_c0.y);
        if (err > uDecalParams_Stage1_c0_c0_c1_c0_c1_c0.z) {
            err = 1.0;
        } else if (uDecalParams_Stage1_c0_c0_c1_c0_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_exclusion(vec4 src, vec4 dst) {
    return vec4((dst.xyz + src.xyz) - (2.0 * dst.xyz) * src.xyz, src.w + (1.0 - src.w) * dst.w);
}
vec4 ComposeTwo_Stage1_c0_c0_c1_c0(vec4 _input) {
    vec4 _output;
    vec4 inputColor = vec4(_input.xyz, 1.0);
    _output = blend_exclusion(AARectEffect_Stage1_c0_c0_c1_c0_c0_c0(inputColor), DisplacementMap_Stage1_c0_c0_c1_c0_c1_c0(inputColor));
    _output *= _input.w;
    return _output;
}
float _blend_color_luminance(vec3 color) {
    return dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), color);
}
vec3 _blend_set_color_luminance(vec3 hueSatColor, float alpha, vec3 lumColor) {
    float lum = _blend_color_luminance(lumColor);
    vec3 result = (lum - _blend_color_luminance(hueSatColor)) + hueSatColor;
    float minComp = min(min(result.x, result.y), result.z);
    float maxComp = max(max(result.x, result.y), result.z);
    if (minComp < 0.0 && lum != minComp) {
        result = lum + ((result - lum) * lum) / (lum - minComp);
    }
    if (maxComp > alpha && maxComp != lum) {
        return lum + ((result - lum) * (alpha - lum)) / (maxComp - lum);
    }
    return result;
}
vec4 blend_color(vec4 src, vec4 dst) {
    float alpha = dst.w * src.w;
    vec3 sda = src.xyz * dst.w;
    vec3 dsa = dst.xyz * src.w;
    return vec4((((_blend_set_color_luminance(sda, alpha, dsa) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha);
}
vec4 ComposeTwo_Stage1_c0_c0(vec4 _input) {
    vec4 _output;
    vec4 inputColor = vec4(_input.xyz, 1.0);
    _output = blend_color(ComposeTwo_Stage1_c0_c0_c0_c0(inputColor), ComposeTwo_Stage1_c0_c0_c1_c0(inputColor));
    _output *= _input.w;
    return _output;
}
vec4 CircularRRect_Stage1_c1_c0(vec4 _input) {
    vec4 _output;
    vec2 dxy0 = uinnerRect_Stage1_c1_c0.xy - gl_FragCoord.xy;
    vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage1_c1_c0.zw;
    vec2 dxy = max(max(dxy0, dxy1), 0.0);
    float alpha = clamp(uradiusPlusHalf_Stage1_c1_c0.x - length(dxy), 0.0, 1.0);
    alpha = 1.0 - alpha;
    _output = _input * alpha;
    return _output;
}
float _color_dodge_component(float sc, float sa, float dc, float da) {
    if (dc == 0.0) {
        return sc * (1.0 - da);
    } else {
        float d = sa - sc;
        if (d == 0.0) {
            return (sa * da + sc * (1.0 - da)) + dc * (1.0 - sa);
        }
        d = min(da, _guarded_divide(dc * sa, d));
        return (d * sa + sc * (1.0 - da)) + dc * (1.0 - sa);
    }
}
vec4 blend_color_dodge(vec4 src, vec4 dst) {
    return vec4(_color_dodge_component(src.x, src.w, dst.x, dst.w), _color_dodge_component(src.y, src.w, dst.y, dst.w), _color_dodge_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w);
}
void main() {
    vec4 outputColor_Stage0;
    {
        outputColor_Stage0 = uColor_Stage0;
    }
    vec4 output_Stage1;
    {
        vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
        output_Stage1 = blend_color_dodge(ComposeTwo_Stage1_c0_c0(inputColor), CircularRRect_Stage1_c1_c0(inputColor));
        output_Stage1 *= outputColor_Stage0.w;
    }
    {
        sk_FragColor = output_Stage1;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uViewM_Stage0;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
in vec2 position;
in vec2 inLocalCoord;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_Stage0;
void main() {
    vec2 pos2 = (uViewM_Stage0 * vec3(position, 1.0)).xy;
    vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inLocalCoord, 1.0)).xy;
    vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(inLocalCoord, 1.0)).xy;
    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);
}