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[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform vec4 uleftBorderColor_Stage2_c1_c0_c0_c0;
uniform vec4 urightBorderColor_Stage2_c1_c0_c0_c0;
uniform vec4 ustart_Stage2_c1_c0_c0_c0_c1_c0;
uniform vec4 uend_Stage2_c1_c0_c0_c0_c1_c0;
uniform sampler2D uTextureSampler_0_Stage1;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
flat in vec4 vcolor_Stage0;
noperspective in float vcoverage_Stage0;
vec4 TextureEffect_Stage1_c0_c0(vec4 _input) {
vec4 _output;
_output = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0) * _input;
return _output;
}
vec4 RadialGradientLayout_Stage2_c1_c0_c0_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 SingleIntervalGradientColorizer_Stage2_c1_c0_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
float t = _input.x;
_output = (1.0 - t) * ustart_Stage2_c1_c0_c0_c0_c1_c0 + t * uend_Stage2_c1_c0_c0_c0_c1_c0;
return _output;
}
vec4 ClampedGradientEffect_Stage2_c1_c0_c0_c0(vec4 _input) {
vec4 _output;
vec4 t = RadialGradientLayout_Stage2_c1_c0_c0_c0_c0_c0(vec4(1.0));
if (t.x < 0.0) {
_output = uleftBorderColor_Stage2_c1_c0_c0_c0;
} else if (t.x > 1.0) {
_output = urightBorderColor_Stage2_c1_c0_c0_c0;
} else {
_output = SingleIntervalGradientColorizer_Stage2_c1_c0_c0_c0_c1_c0(t);
}
{
_output.xyz *= _output.w;
}
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_Stage2_c1_c0(vec4 _input) {
vec4 _output;
_output = blend_dst_in(_input, ClampedGradientEffect_Stage2_c1_c0_c0_c0(vec4(1.0)));
return _output;
}
void main() {
vec4 outputCoverage_Stage0;
{
float coverage = vcoverage_Stage0;
outputCoverage_Stage0 = vec4(coverage);
}
vec4 output_Stage1;
{
output_Stage1 = TextureEffect_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0));
}
vec4 output_Stage2;
{
output_Stage2 = blend_src_in(outputCoverage_Stage0, ComposeOne_Stage2_c1_c0(vec4(1.0)));
}
{
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 float coverage;
in vec4 color;
in vec2 localCoord;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_Stage0;
flat out vec4 vcolor_Stage0;
noperspective out float vcoverage_Stage0;
void main() {
vec2 position = position;
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;
vcoverage_Stage0 = coverage;
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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