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[require]
GLSL >= 1.40
[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 vec2 ubaseFrequency_Stage1_c0_c0;
uniform float uz_Stage1_c0_c0;
uniform vec4 uscale0_1_Stage2_c1_c0_c1_c0;
uniform vec4 uscale2_3_Stage2_c1_c0_c1_c0;
uniform vec4 uscale4_5_Stage2_c1_c0_c1_c0;
uniform vec4 uscale6_7_Stage2_c1_c0_c1_c0;
uniform vec4 ubias0_1_Stage2_c1_c0_c1_c0;
uniform vec4 ubias2_3_Stage2_c1_c0_c1_c0;
uniform vec4 ubias4_5_Stage2_c1_c0_c1_c0;
uniform vec4 ubias6_7_Stage2_c1_c0_c1_c0;
uniform vec4 uthresholds1_7_Stage2_c1_c0_c1_c0;
uniform vec4 uthresholds9_13_Stage2_c1_c0_c1_c0;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_1_Stage1;
noperspective in vec3 vDashParam_Stage0;
noperspective in vec2 vCircleParams_Stage0;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
vec3 fade_Stage1_c0_c0(vec3 t) {
return ((t * t) * t) * (t * (t * 6.0 - 15.0) + 10.0);
}
float perm_Stage1_c0_c0(float x) {
return texture(uTextureSampler_0_Stage1, vec2(fract(x / 256.0), 0.0)).x * 255.0;
}
float grad_Stage1_c0_c0(float x, vec3 p) {
return dot(texture(uTextureSampler_1_Stage1, vec2(fract(x / 16.0), 0.0)).xyz * 255.0 - vec3(1.0), p);
}
float lerp_Stage1_c0_c0(float a, float b, float w) {
return a + w * (b - a);
}
float noise_Stage1_c0_c0(vec3 p) {
vec3 P = mod(floor(p), 256.0);
p -= floor(p);
vec3 f = fade_Stage1_c0_c0(p);
float A = perm_Stage1_c0_c0(P.x) + P.y;
float AA = perm_Stage1_c0_c0(A) + P.z;
float AB = perm_Stage1_c0_c0(A + 1.0) + P.z;
float B = perm_Stage1_c0_c0(P.x + 1.0) + P.y;
float BA = perm_Stage1_c0_c0(B) + P.z;
float BB = perm_Stage1_c0_c0(B + 1.0) + P.z;
float result = lerp_Stage1_c0_c0(lerp_Stage1_c0_c0(lerp_Stage1_c0_c0(grad_Stage1_c0_c0(perm_Stage1_c0_c0(AA), p), grad_Stage1_c0_c0(perm_Stage1_c0_c0(BA), p + vec3(-1.0, 0.0, 0.0)), f.x), lerp_Stage1_c0_c0(grad_Stage1_c0_c0(perm_Stage1_c0_c0(AB), p + vec3(0.0, -1.0, 0.0)), grad_Stage1_c0_c0(perm_Stage1_c0_c0(BB), p + vec3(-1.0, -1.0, 0.0)), f.x), f.y), lerp_Stage1_c0_c0(lerp_Stage1_c0_c0(grad_Stage1_c0_c0(perm_Stage1_c0_c0(AA + 1.0), p + vec3(0.0, 0.0, -1.0)), grad_Stage1_c0_c0(perm_Stage1_c0_c0(BA + 1.0), p + vec3(-1.0, 0.0, -1.0)), f.x), lerp_Stage1_c0_c0(grad_Stage1_c0_c0(perm_Stage1_c0_c0(AB + 1.0), p + vec3(0.0, -1.0, -1.0)), grad_Stage1_c0_c0(perm_Stage1_c0_c0(BB + 1.0), p + vec3(-1.0, -1.0, -1.0)), f.x), f.y), f.z);
return result;
}
float noiseOctaves_Stage1_c0_c0(vec3 p) {
float result = 0.0;
float ratio = 1.0;
for (float i = 0.0;i < 10.0; i++) {
result += noise_Stage1_c0_c0(p) / ratio;
p *= 2.0;
ratio *= 2.0;
}
return (result + 1.0) / 2.0;
}
vec4 ImprovedPerlinNoise_Stage1_c0_c0(vec4 _input) {
vec4 _output;
vec2 coords = vTransformedCoords_0_Stage0 * ubaseFrequency_Stage1_c0_c0;
float r = noiseOctaves_Stage1_c0_c0(vec3(coords, uz_Stage1_c0_c0));
float g = noiseOctaves_Stage1_c0_c0(vec3(coords, uz_Stage1_c0_c0));
float b = noiseOctaves_Stage1_c0_c0(vec3(coords, uz_Stage1_c0_c0));
float a = noiseOctaves_Stage1_c0_c0(vec3(coords, uz_Stage1_c0_c0));
_output = vec4(r, g, b, a);
_output = clamp(_output, 0.0, 1.0);
_output = vec4(_output.xyz * _output.www, _output.w);
return _output;
}
vec4 RadialGradientLayout_Stage2_c1_c0_c0_c0(vec4 _input) {
vec4 _output;
float t = length(vTransformedCoords_1_Stage0);
_output = vec4(t, 1.0, 0.0, 0.0);
return _output;
}
vec4 UnrolledBinaryGradientColorizer_Stage2_c1_c0_c1_c0(vec4 _input) {
vec4 _output;
float t = _input.x;
vec4 scale, bias;
{
if (t < uthresholds1_7_Stage2_c1_c0_c1_c0.y) {
if (t < uthresholds1_7_Stage2_c1_c0_c1_c0.x) {
scale = uscale0_1_Stage2_c1_c0_c1_c0;
bias = ubias0_1_Stage2_c1_c0_c1_c0;
} else {
scale = uscale2_3_Stage2_c1_c0_c1_c0;
bias = ubias2_3_Stage2_c1_c0_c1_c0;
}
} else {
if (t < uthresholds1_7_Stage2_c1_c0_c1_c0.z) {
scale = uscale4_5_Stage2_c1_c0_c1_c0;
bias = ubias4_5_Stage2_c1_c0_c1_c0;
} else {
scale = uscale6_7_Stage2_c1_c0_c1_c0;
bias = ubias6_7_Stage2_c1_c0_c1_c0;
}
}
}
_output = t * scale + bias;
return _output;
}
vec4 TiledGradientEffect_Stage2_c1_c0(vec4 _input) {
vec4 _output;
vec4 t = RadialGradientLayout_Stage2_c1_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 = UnrolledBinaryGradientColorizer_Stage2_c1_c0_c1_c0(t);
}
{
_output.xyz *= _output.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 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);
}
void main() {
vec4 outputColor_Stage0;
vec4 outputCoverage_Stage0;
{
outputColor_Stage0 = uColor_Stage0;
float xShifted = vDashParam_Stage0.x - floor(vDashParam_Stage0.x / vDashParam_Stage0.z) * vDashParam_Stage0.z;
vec2 fragPosShifted = vec2(xShifted, vDashParam_Stage0.y);
vec2 center = vec2(vCircleParams_Stage0.y, 0.0);
float dist = length(center - fragPosShifted);
float diff = dist - vCircleParams_Stage0.x;
diff = 1.0 - diff;
float alpha = clamp(diff, 0.0, 1.0);
outputCoverage_Stage0 = vec4(alpha);
}
vec4 output_Stage1;
{
output_Stage1 = blend_color(outputCoverage_Stage0, ImprovedPerlinNoise_Stage1_c0_c0(vec4(1.0)));
}
vec4 output_Stage2;
{
output_Stage2 = blend_dst_in(output_Stage1, TiledGradientEffect_Stage2_c1_c0(vec4(1.0)));
}
{
sk_FragColor = output_Stage2 * outputColor_Stage0;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
in vec2 inPosition;
in vec3 inDashParams;
in vec2 inCircleParams;
noperspective out vec3 vDashParam_Stage0;
noperspective out vec2 vCircleParams_Stage0;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_Stage0;
void main() {
vDashParam_Stage0 = inDashParams;
vCircleParams_Stage0 = inCircleParams;
vec2 pos2 = inPosition;
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy;
vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(inPosition, 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);
}
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