1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
|
[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform vec2 ufocalParams_Stage1_c0_c0_c0_c0;
uniform vec4 uscale0_1_Stage1_c0_c0_c1_c0;
uniform vec4 uscale2_3_Stage1_c0_c0_c1_c0;
uniform vec4 uscale4_5_Stage1_c0_c0_c1_c0;
uniform vec4 ubias0_1_Stage1_c0_c0_c1_c0;
uniform vec4 ubias2_3_Stage1_c0_c0_c1_c0;
uniform vec4 ubias4_5_Stage1_c0_c0_c1_c0;
uniform vec4 uthresholds1_7_Stage1_c0_c0_c1_c0;
uniform vec4 uthresholds9_13_Stage1_c0_c0_c1_c0;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
flat in vec4 vcolor_Stage0;
vec4 TwoPointConicalGradientLayout_Stage1_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
vec2 p = vTransformedCoords_0_Stage0;
float t = -1.0;
{
{
float r0 = ufocalParams_Stage1_c0_c0_c0_c0.x;
{
t = -length(p) - r0;
}
}
}
_output = vec4(t, 1.0, 0.0, 0.0);
return _output;
}
vec4 UnrolledBinaryGradientColorizer_Stage1_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
float t = _input.x;
vec4 scale, bias;
{
if (t < uthresholds1_7_Stage1_c0_c0_c1_c0.y) {
if (t < uthresholds1_7_Stage1_c0_c0_c1_c0.x) {
scale = uscale0_1_Stage1_c0_c0_c1_c0;
bias = ubias0_1_Stage1_c0_c0_c1_c0;
} else {
scale = uscale2_3_Stage1_c0_c0_c1_c0;
bias = ubias2_3_Stage1_c0_c0_c1_c0;
}
} else {
{
scale = uscale4_5_Stage1_c0_c0_c1_c0;
bias = ubias4_5_Stage1_c0_c0_c1_c0;
}
}
}
_output = t * scale + bias;
return _output;
}
vec4 TiledGradientEffect_Stage1_c0_c0(vec4 _input) {
vec4 _output;
vec4 t = TwoPointConicalGradientLayout_Stage1_c0_c0_c0_c0(vec4(1.0));
if (t.y < 0.0) {
_output = vec4(0.0);
} else {
{
t.x = fract(t.x);
}
_output = UnrolledBinaryGradientColorizer_Stage1_c0_c0_c1_c0(t);
}
return _output;
}
void main() {
vec4 output_Stage1;
{
output_Stage1 = TiledGradientEffect_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0));
}
vec4 output_Stage2;
{
output_Stage2 = output_Stage1;
float value;
{
uint x = uint(vTransformedCoords_1_Stage0.x);
uint y = uint(vTransformedCoords_1_Stage0.y);
uint m = (((((y & 1u) << 5u | (x & 1u) << 4u) | (y & 2u) << 2u) | (x & 2u) << 1u) | (y & 4u) >> 1u) | (x & 4u) >> 2u;
value = float(m) / 64.0 - 0.4921875;
}
output_Stage2 = vec4(clamp(output_Stage2.xyz + value * 0.0039215688593685627, 0.0, output_Stage2.w), output_Stage2.w);
}
{
sk_FragColor = output_Stage2;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
in vec2 position;
in vec4 color;
in vec2 localCoord;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_Stage0;
flat out vec4 vcolor_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;
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);
}
|