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[require]
GLSL >= 1.40
GL_KHR_blend_equation_advanced
[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 mat4 um_Stage1_c0_c0_c0_c0_c0_c0;
uniform vec4 uv_Stage1_c0_c0_c0_c0_c0_c0;
uniform vec3 uedges_Stage1_c0_c0_c0_c0_c1_c0[7];
uniform mat4 um_Stage1_c0_c0_c1_c0;
uniform vec4 uv_Stage1_c0_c0_c1_c0;
noperspective in vec3 vDashParam_Stage0;
noperspective in vec2 vCircleParams_Stage0;
noperspective in vec2 vTransformedCoords_0_Stage0;
vec4 ColorMatrixFragmentProcessor_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = _input;
{
float nonZeroAlpha = max(inputColor.w, 9.9999997473787516e-05);
inputColor = vec4(inputColor.xyz / nonZeroAlpha, inputColor.w);
}
_output = um_Stage1_c0_c0_c0_c0_c0_c0 * inputColor + uv_Stage1_c0_c0_c0_c0_c0_c0;
{
_output.w = clamp(_output.w, 0.0, 1.0);
}
{
_output.xyz *= _output.w;
}
return _output;
}
vec4 ConvexPoly_Stage1_c0_c0_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
float alpha = 1.0;
float edge;
edge = dot(uedges_Stage1_c0_c0_c0_c0_c1_c0[0], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
edge = clamp(edge, 0.0, 1.0);
alpha *= edge;
edge = dot(uedges_Stage1_c0_c0_c0_c0_c1_c0[1], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
edge = clamp(edge, 0.0, 1.0);
alpha *= edge;
edge = dot(uedges_Stage1_c0_c0_c0_c0_c1_c0[2], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
edge = clamp(edge, 0.0, 1.0);
alpha *= edge;
edge = dot(uedges_Stage1_c0_c0_c0_c0_c1_c0[3], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
edge = clamp(edge, 0.0, 1.0);
alpha *= edge;
edge = dot(uedges_Stage1_c0_c0_c0_c0_c1_c0[4], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
edge = clamp(edge, 0.0, 1.0);
alpha *= edge;
edge = dot(uedges_Stage1_c0_c0_c0_c0_c1_c0[5], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
edge = clamp(edge, 0.0, 1.0);
alpha *= edge;
edge = dot(uedges_Stage1_c0_c0_c0_c0_c1_c0[6], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
edge = clamp(edge, 0.0, 1.0);
alpha *= edge;
alpha = 1.0 - alpha;
_output = _input * alpha;
return _output;
}
vec4 blend_dst_over(vec4 src, vec4 dst) {
return (1.0 - dst.w) * src + dst;
}
vec4 ComposeTwo_Stage1_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = vec4(_input.xyz, 1.0);
_output = blend_dst_over(ColorMatrixFragmentProcessor_Stage1_c0_c0_c0_c0_c0_c0(inputColor), ConvexPoly_Stage1_c0_c0_c0_c0_c1_c0(inputColor));
_output *= _input.w;
return _output;
}
vec4 ColorMatrixFragmentProcessor_Stage1_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = _input;
{
float nonZeroAlpha = max(inputColor.w, 9.9999997473787516e-05);
inputColor = vec4(inputColor.xyz / nonZeroAlpha, inputColor.w);
}
_output = um_Stage1_c0_c0_c1_c0 * inputColor + uv_Stage1_c0_c0_c1_c0;
{
_output = clamp(_output, 0.0, 1.0);
}
{
_output.xyz *= _output.w;
}
return _output;
}
vec4 blend_exclusion(vec4 src, vec4 dst) {
return vec4((dst.xyz + src.xyz) - (2.0 * dst.xyz) * src.xyz, src.w + (1.0 - src.w) * dst.w);
}
vec4 ComposeTwo_Stage1_c0_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = vec4(_input.xyz, 1.0);
_output = blend_exclusion(ComposeTwo_Stage1_c0_c0_c0_c0(inputColor), ColorMatrixFragmentProcessor_Stage1_c0_c0_c1_c0(inputColor));
_output *= _input.w;
return _output;
}
vec4 Dither_Stage1_c1_c0(vec4 _input) {
vec4 _output;
_output = _input;
float value;
{
uint x = uint(vTransformedCoords_0_Stage0.x);
uint y = uint(vTransformedCoords_0_Stage0.y);
uint m = (((((y & 1u) << 5u | (x & 1u) << 4u) | (y & 2u) << 2u) | (x & 2u) << 1u) | (y & 4u) >> 1u) | (x & 4u) >> 2u;
value = float(m) / 64.0 - 0.4921875;
}
_output = vec4(clamp(_output.xyz + value * 0.0039215688593685627, 0.0, _output.w), _output.w);
return _output;
}
vec4 blend_modulate(vec4 src, vec4 dst) {
return src * dst;
}
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 alpha = 1.0;
alpha *= dist < vCircleParams_Stage0.x + 0.5 ? 1.0 : 0.0;
outputCoverage_Stage0 = vec4(alpha);
}
vec4 output_Stage1;
{
vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
output_Stage1 = blend_modulate(ComposeTwo_Stage1_c0_c0(inputColor), Dither_Stage1_c1_c0(inputColor));
output_Stage1 *= outputColor_Stage0.w;
}
{
sk_FragColor = outputCoverage_Stage0 * output_Stage1;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_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;
void main() {
vDashParam_Stage0 = inDashParams;
vCircleParams_Stage0 = inCircleParams;
vec2 pos2 = inPosition;
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_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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