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[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform vec2 uImageIncrement_Stage2_c0_c0;
uniform float uSurfaceScale_Stage2_c0_c0;
uniform vec3 uLightColor_Stage2_c0_c0;
uniform float uKD_Stage2_c0_c0;
uniform vec4 uTexDom_Stage2_c0_c0;
uniform vec3 uDecalParams_Stage2_c0_c0;
uniform vec3 uLightDirection_Stage2_c0_c0;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_0_Stage2;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
vec4 light_Stage2_c0_c0(vec3 normal, vec3 surfaceToLight, vec3 lightColor) {
float colorScale = uKD_Stage2_c0_c0 * dot(normal, surfaceToLight);
return vec4(lightColor * clamp(colorScale, 0.0, 1.0), 1.0);
}
float sobel_Stage2_c0_c0(float a, float b, float c, float d, float e, float f, float scale) {
return (((((-a + b) - 2.0 * c) + 2.0 * d) - e) + f) * scale;
}
vec3 pointToNormal_Stage2_c0_c0(float x, float y, float scale) {
return normalize(vec3(-x * scale, -y * scale, 1.0));
}
vec3 normal_Stage2_c0_c0(float m[9], float surfaceScale) {
return pointToNormal_Stage2_c0_c0(sobel_Stage2_c0_c0(0.0, 0.0, m[4], m[5], m[7], m[8], 0.66666698455810547), sobel_Stage2_c0_c0(0.0, 0.0, m[4], m[7], m[5], m[8], 0.66666698455810547), surfaceScale);
}
vec4 DiffuseLighting_Stage2_c0_c0(vec4 _input) {
vec4 _output;
vec2 coord = vTransformedCoords_1_Stage0;
float m[9];
vec4 temp0;
{
vec2 origCoord = coord + vec2(-1.0, 1.0) * uImageIncrement_Stage2_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage2_c0_c0.xy, uTexDom_Stage2_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2_c0_c0.y);
if (err > uDecalParams_Stage2_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage2_c0_c0.z < 1.0) {
err = 0.0;
}
temp0 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
m[0] = temp0.w;
vec4 temp1;
{
vec2 origCoord = coord + vec2(0.0, 1.0) * uImageIncrement_Stage2_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage2_c0_c0.xy, uTexDom_Stage2_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2_c0_c0.y);
if (err > uDecalParams_Stage2_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage2_c0_c0.z < 1.0) {
err = 0.0;
}
temp1 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
m[1] = temp1.w;
vec4 temp2;
{
vec2 origCoord = coord + uImageIncrement_Stage2_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage2_c0_c0.xy, uTexDom_Stage2_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2_c0_c0.y);
if (err > uDecalParams_Stage2_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage2_c0_c0.z < 1.0) {
err = 0.0;
}
temp2 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
m[2] = temp2.w;
vec4 temp3;
{
vec2 origCoord = coord + vec2(-1.0, 0.0) * uImageIncrement_Stage2_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage2_c0_c0.xy, uTexDom_Stage2_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2_c0_c0.y);
if (err > uDecalParams_Stage2_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage2_c0_c0.z < 1.0) {
err = 0.0;
}
temp3 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
m[3] = temp3.w;
vec4 temp4;
{
vec2 origCoord = coord;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage2_c0_c0.xy, uTexDom_Stage2_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2_c0_c0.y);
if (err > uDecalParams_Stage2_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage2_c0_c0.z < 1.0) {
err = 0.0;
}
temp4 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
m[4] = temp4.w;
vec4 temp5;
{
vec2 origCoord = coord + vec2(1.0, 0.0) * uImageIncrement_Stage2_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage2_c0_c0.xy, uTexDom_Stage2_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2_c0_c0.y);
if (err > uDecalParams_Stage2_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage2_c0_c0.z < 1.0) {
err = 0.0;
}
temp5 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
m[5] = temp5.w;
vec4 temp6;
{
vec2 origCoord = coord + vec2(-1.0, -1.0) * uImageIncrement_Stage2_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage2_c0_c0.xy, uTexDom_Stage2_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2_c0_c0.y);
if (err > uDecalParams_Stage2_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage2_c0_c0.z < 1.0) {
err = 0.0;
}
temp6 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
m[6] = temp6.w;
vec4 temp7;
{
vec2 origCoord = coord + vec2(0.0, -1.0) * uImageIncrement_Stage2_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage2_c0_c0.xy, uTexDom_Stage2_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2_c0_c0.y);
if (err > uDecalParams_Stage2_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage2_c0_c0.z < 1.0) {
err = 0.0;
}
temp7 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
m[7] = temp7.w;
vec4 temp8;
{
vec2 origCoord = coord + vec2(1.0, -1.0) * uImageIncrement_Stage2_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage2_c0_c0.xy, uTexDom_Stage2_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2_c0_c0.y);
if (err > uDecalParams_Stage2_c0_c0.z) {
err = 1.0;
} else if (uDecalParams_Stage2_c0_c0.z < 1.0) {
err = 0.0;
}
temp8 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
m[8] = temp8.w;
vec3 surfaceToLight = uLightDirection_Stage2_c0_c0;
_output = light_Stage2_c0_c0(normal_Stage2_c0_c0(m, uSurfaceScale_Stage2_c0_c0), surfaceToLight, uLightColor_Stage2_c0_c0);
_output *= _input;
return _output;
}
vec4 ClampFragmentProcessor_Stage2_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;
}
float _blend_overlay_component(float sc, float sa, float dc, float da) {
if (2.0 * dc <= da) {
return (2.0 * sc) * dc;
}
return sa * da - (2.0 * (da - dc)) * (sa - sc);
}
vec4 blend_overlay(vec4 src, vec4 dst) {
vec4 result = vec4(_blend_overlay_component(src.x, src.w, dst.x, dst.w), _blend_overlay_component(src.y, src.w, dst.y, dst.w), _blend_overlay_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w);
result.xyz += dst.xyz * (1.0 - src.w) + src.xyz * (1.0 - dst.w);
return result;
}
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_overlay(DiffuseLighting_Stage2_c0_c0(inputColor), ClampFragmentProcessor_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;
in vec2 position;
in vec2 localCoord;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_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;
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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