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[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform vec4 uCoordTransformMatrix_1_Stage0;
uniform vec4 uCoordTransformMatrix_2_Stage0;
uniform vec4 uCoordTransformMatrix_3_Stage0;
uniform float ucutoff_Stage1_c0_c0;
uniform float uslope_Stage1_c0_c0;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_1_Stage1;
uniform sampler2D uTextureSampler_2_Stage1;
noperspective in vec2 vTransformedCoords_0_Stage0;
flat in vec4 vcolor_Stage0;
vec4 TextureEffect_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input, vec2 _coords) {
_coords = _coords * uCoordTransformMatrix_1_Stage0.xz + uCoordTransformMatrix_1_Stage0.yw;
vec4 _output;
_output = texture(uTextureSampler_0_Stage1, _coords) * _input;
return _output;
}
vec4 OverrideInputFragmentProcessor_Stage1_c0_c0_c0_c0(vec4 _input, vec2 _coords) {
vec4 _output;
_output = TextureEffect_Stage1_c0_c0_c0_c0_c0_c0(vec4(1.0, 1.0, 1.0, 1.0), _coords);
return _output;
}
vec4 TextureEffect_Stage1_c0_c0_c1_c0_c0_c0(vec4 _input, vec2 _coords) {
_coords = _coords * uCoordTransformMatrix_2_Stage0.xz + uCoordTransformMatrix_2_Stage0.yw;
vec4 _output;
_output = texture(uTextureSampler_1_Stage1, _coords) * _input;
return _output;
}
vec4 OverrideInputFragmentProcessor_Stage1_c0_c0_c1_c0(vec4 _input, vec2 _coords) {
vec4 _output;
_output = TextureEffect_Stage1_c0_c0_c1_c0_c0_c0(vec4(1.0, 1.0, 1.0, 1.0), _coords);
return _output;
}
vec4 TextureEffect_Stage1_c0_c0_c2_c0(vec4 _input, vec2 _coords) {
_coords = _coords * uCoordTransformMatrix_3_Stage0.xz + uCoordTransformMatrix_3_Stage0.yw;
vec4 _output;
_output = texture(uTextureSampler_2_Stage1, _coords) * _input;
return _output;
}
float smooth_cutoff_Stage1_c0_c0(float x) {
x = x * uslope_Stage1_c0_c0 + (0.5 - uslope_Stage1_c0_c0 * ucutoff_Stage1_c0_c0);
return clamp(x, 0.0, 1.0);
}
vec4 runtime_shader_Stage1_c0_c0(vec4 _input) {
vec4 _output;
_output = _input;
vec4 before = OverrideInputFragmentProcessor_Stage1_c0_c0_c0_c0(vec4(1.0), vTransformedCoords_0_Stage0);
vec4 after = OverrideInputFragmentProcessor_Stage1_c0_c0_c1_c0(vec4(1.0), vTransformedCoords_0_Stage0);
float m = smooth_cutoff_Stage1_c0_c0(TextureEffect_Stage1_c0_c0_c2_c0(vec4(1.0), vTransformedCoords_0_Stage0).x);
_output = mix(before, after, m);
return _output;
}
vec4 ClampFragmentProcessor_Stage1_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;
}
void main() {
vec4 outputColor_Stage0;
{
outputColor_Stage0 = vcolor_Stage0;
}
vec4 output_Stage1;
{
output_Stage1 = ClampFragmentProcessor_Stage1_c1_c0(runtime_shader_Stage1_c0_c0(outputColor_Stage0));
}
{
sk_FragColor = output_Stage1;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec2 position;
in vec4 color;
in vec2 localCoord;
noperspective out vec2 vTransformedCoords_0_Stage0;
flat out vec4 vcolor_Stage0;
void main() {
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy;
vcolor_Stage0 = color;
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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