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[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform vec4 uniformColor_Stage1_c0_c0;
uniform vec4 ucolor_Stage1_c0_c0_c0_c0;
noperspective in vec4 vcolor_Stage0;
vec4 ConstColorProcessor_Stage1_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
{
_output = _input.w * ucolor_Stage1_c0_c0_c0_c0;
}
return _output;
}
vec4 OverrideInputFragmentProcessor_Stage1_c0_c0(vec4 _input) {
vec4 _output;
vec4 constColor;
{
constColor = uniformColor_Stage1_c0_c0;
}
_output = ConstColorProcessor_Stage1_c0_c0_c0_c0(constColor);
return _output;
}
float _guarded_divide(float n, float d) {
return n / d;
}
float _soft_light_component(float sc, float sa, float dc, float da) {
if (2.0 * sc <= sa) {
return (_guarded_divide((dc * dc) * (sa - 2.0 * sc), da) + (1.0 - da) * sc) + dc * ((-sa + 2.0 * sc) + 1.0);
} else if (4.0 * dc <= da) {
float DSqd = dc * dc;
float DCub = DSqd * dc;
float DaSqd = da * da;
float DaCub = DaSqd * da;
return _guarded_divide(((DaSqd * (sc - dc * ((3.0 * sa - 6.0 * sc) - 1.0)) + ((12.0 * da) * DSqd) * (sa - 2.0 * sc)) - (16.0 * DCub) * (sa - 2.0 * sc)) - DaCub * sc, DaSqd);
}
return ((dc * ((sa - 2.0 * sc) + 1.0) + sc) - sqrt(da * dc) * (sa - 2.0 * sc)) - da * sc;
}
vec4 blend_soft_light(vec4 src, vec4 dst) {
if (dst.w == 0.0) {
return src;
}
return vec4(_soft_light_component(src.x, src.w, dst.x, dst.w), _soft_light_component(src.y, src.w, dst.y, dst.w), _soft_light_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w);
}
void main() {
vec4 outputColor_Stage0;
{
outputColor_Stage0 = vcolor_Stage0;
}
vec4 output_Stage1;
{
output_Stage1 = blend_soft_light(OverrideInputFragmentProcessor_Stage1_c0_c0(vec4(1.0)), outputColor_Stage0);
}
{
sk_FragColor = output_Stage1;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uViewM_Stage0;
in vec2 position;
in vec4 inColor;
noperspective out vec4 vcolor_Stage0;
void main() {
vec4 color = inColor;
color = color.zyxw;
color = vec4(color.xyz * color.w, color.w);
vcolor_Stage0 = color;
vec2 pos2 = (uViewM_Stage0 * vec3(position, 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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