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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 float uPixelSize_Stage3;
uniform vec2 uRange_Stage3;
uniform sampler2D uTextureSampler_0_Stage0;
uniform sampler2D uTextureSampler_0_Stage3;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vtextureCoords_Stage0;
flat in vec4 vtextureDomain_Stage0;
flat in vec4 vcolor_Stage0;
void main() {
vec4 outputColor_Stage0;
{
vec2 textureCoords;
textureCoords = vtextureCoords_Stage0;
vec4 textureDomain;
textureDomain = vtextureDomain_Stage0;
outputColor_Stage0 = vcolor_Stage0;
outputColor_Stage0 = texture(uTextureSampler_0_Stage0, clamp(textureCoords, textureDomain.xy, textureDomain.zw)) * outputColor_Stage0;
}
vec4 output_Stage1;
{
{
output_Stage1 = clamp(outputColor_Stage0, 0.0, 1.0);
}
}
vec4 output_Stage2;
{
{
float alpha = clamp(output_Stage1.w, 0.0, 1.0);
output_Stage2 = vec4(clamp(output_Stage1.xyz, 0.0, alpha), alpha);
}
}
vec4 output_Stage3;
{
output_Stage3 = vec4(1.0, 1.0, 1.0, 1.0);
vec2 coord = vTransformedCoords_0_Stage0;
coord.y -= 10.0 * uPixelSize_Stage3;
for (int i = 0;i < 21; i++) {
output_Stage3 = min(output_Stage3, texture(uTextureSampler_0_Stage3, coord));
coord.y += uPixelSize_Stage3;
}
output_Stage3 *= output_Stage2;
}
{
sk_FragColor = output_Stage3;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec2 position;
in vec2 textureCoords;
in vec4 textureDomain;
in vec4 color;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vtextureCoords_Stage0;
flat out vec4 vtextureDomain_Stage0;
flat out vec4 vcolor_Stage0;
void main() {
vec2 pos2 = position;
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(textureCoords, 1.0)).xy;
vtextureCoords_Stage0 = textureCoords;
vtextureDomain_Stage0 = textureDomain;
vcolor_Stage0 = color;
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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