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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 ustart_Stage1_c0_c0_c0_c0_c1_c0;
uniform vec4 uend_Stage1_c0_c0_c0_c0_c1_c0;
uniform vec4 urectH_Stage2;
uniform float uinvSixSigma_Stage2;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_0_Stage2;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
flat in vec4 vcolor_Stage0;
vec4 LinearGradientLayout_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
float t = vTransformedCoords_0_Stage0.x + 9.9999997473787516e-06;
_output = vec4(t, 1.0, 0.0, 0.0);
return _output;
}
vec4 SingleIntervalGradientColorizer_Stage1_c0_c0_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
float t = _input.x;
_output = (1.0 - t) * ustart_Stage1_c0_c0_c0_c0_c1_c0 + t * uend_Stage1_c0_c0_c0_c0_c1_c0;
return _output;
}
vec4 TiledGradientEffect_Stage1_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
vec4 t = LinearGradientLayout_Stage1_c0_c0_c0_c0_c0_c0(vec4(1.0));
{
{
float t_1 = t.x - 1.0;
float tiled_t = (t_1 - 2.0 * floor(t_1 * 0.5)) - 1.0;
t.x = abs(tiled_t);
}
_output = SingleIntervalGradientColorizer_Stage1_c0_c0_c0_c0_c1_c0(t);
}
return _output;
}
vec4 blend_src_in(vec4 src, vec4 dst) {
return src * dst.w;
}
vec4 blend_dst_in(vec4 src, vec4 dst) {
return blend_src_in(dst, src);
}
vec4 ComposeOne_Stage1_c0_c0(vec4 _input) {
vec4 _output;
_output = blend_dst_in(_input, TiledGradientEffect_Stage1_c0_c0_c0_c0(vec4(1.0)));
return _output;
}
vec4 TextureEffect_Stage1_c1_c0(vec4 _input) {
vec4 _output;
_output = texture(uTextureSampler_0_Stage1, vTransformedCoords_1_Stage0) * _input;
return _output;
}
void main() {
vec4 outputColor_Stage0;
{
outputColor_Stage0 = vcolor_Stage0;
}
vec4 output_Stage1;
{
output_Stage1 = TextureEffect_Stage1_c1_c0(ComposeOne_Stage1_c0_c0(outputColor_Stage0));
}
vec4 output_Stage2;
{
float xCoverage, yCoverage;
{
float x, y;
{
x = max(urectH_Stage2.x - gl_FragCoord.x, gl_FragCoord.x - urectH_Stage2.z);
y = max(urectH_Stage2.y - gl_FragCoord.y, gl_FragCoord.y - urectH_Stage2.w);
}
xCoverage = texture(uTextureSampler_0_Stage2, vec2(x * uinvSixSigma_Stage2, 0.5)).w;
yCoverage = texture(uTextureSampler_0_Stage2, vec2(y * uinvSixSigma_Stage2, 0.5)).w;
output_Stage2 = vec4(xCoverage) * yCoverage;
}
output_Stage2 = vec4(xCoverage) * yCoverage;
}
{
sk_FragColor = output_Stage1 * 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);
}
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