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[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform vec4 uniformColor_Stage1_c0_c0;
uniform vec4 uscale0_1_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
uniform vec4 uscale2_3_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
uniform vec4 uscale4_5_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
uniform vec4 uscale6_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
uniform vec4 uscale8_9_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
uniform vec4 uscale10_11_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
uniform vec4 ubias0_1_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
uniform vec4 ubias2_3_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
uniform vec4 ubias4_5_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
uniform vec4 ubias6_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
uniform vec4 ubias8_9_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
uniform vec4 ubias10_11_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
uniform vec4 uthresholds1_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
uniform vec4 uthresholds9_13_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
uniform vec4 ucolor_Stage2;
noperspective in vec4 vcolor_Stage0;
noperspective in vec2 vTransformedCoords_0_Stage0;
vec4 LinearGradientLayout_Stage1_c0_c0_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 UnrolledBinaryGradientColorizer_Stage1_c0_c0_c0_c0_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
float t = _input.x;
vec4 scale, bias;
if (t < uthresholds1_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0.w) {
if (t < uthresholds1_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0.y) {
if (t < uthresholds1_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0.x) {
scale = uscale0_1_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
bias = ubias0_1_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
} else {
scale = uscale2_3_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
bias = ubias2_3_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
}
} else {
if (t < uthresholds1_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0.z) {
scale = uscale4_5_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
bias = ubias4_5_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
} else {
scale = uscale6_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
bias = ubias6_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
}
}
} else {
{
if (t < uthresholds9_13_Stage1_c0_c0_c0_c0_c0_c0_c1_c0.x) {
scale = uscale8_9_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
bias = ubias8_9_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
} else {
scale = uscale10_11_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
bias = ubias10_11_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
}
}
}
_output = t * scale + bias;
return _output;
}
vec4 TiledGradientEffect_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
vec4 t = LinearGradientLayout_Stage1_c0_c0_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 = UnrolledBinaryGradientColorizer_Stage1_c0_c0_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_c0_c0(vec4 _input) {
vec4 _output;
_output = blend_dst_in(_input, TiledGradientEffect_Stage1_c0_c0_c0_c0_c0_c0(vec4(1.0)));
return _output;
}
vec4 OverrideInputFragmentProcessor_Stage1_c0_c0(vec4 _input) {
vec4 _output;
vec4 constColor;
{
constColor = uniformColor_Stage1_c0_c0;
}
_output = ComposeOne_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);
}
vec4 output_Stage2;
{
{
output_Stage2 = output_Stage1 * ucolor_Stage2;
}
}
{
sk_FragColor = output_Stage2;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uViewM_Stage0;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec2 position;
in vec4 inColor;
in vec2 inLocalCoord;
noperspective out vec4 vcolor_Stage0;
noperspective out vec2 vTransformedCoords_0_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;
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inLocalCoord, 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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