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[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform vec2 uScale_Stage2;
uniform vec4 uTexDom_Stage2;
uniform vec3 uDecalParams_Stage2;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_0_Stage2;
uniform sampler2D uTextureSampler_1_Stage2;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
noperspective in vec2 vTransformedCoords_2_Stage0;
void main() {
vec4 output_Stage2;
{
vec4 dColor = texture(uTextureSampler_0_Stage2, vTransformedCoords_1_Stage0);
dColor.xyz = dColor.w < 9.9999999747524271e-07 ? vec3(0.0) : clamp(dColor.xyz / dColor.w, 0.0, 1.0);
vec2 cCoords = vTransformedCoords_2_Stage0 + uScale_Stage2 * (dColor.wz - vec2(0.5));
{
vec2 origCoord = cCoords;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage2.xy, uTexDom_Stage2.zw);
vec4 textureColor = texture(uTextureSampler_1_Stage2, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y);
if (err > uDecalParams_Stage2.z) {
err = 1.0;
} else if (uDecalParams_Stage2.z < 1.0) {
err = 0.0;
}
output_Stage2 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
}
{
sk_FragColor = output_Stage2;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
uniform mat3 uCoordTransformMatrix_2_Stage0;
in vec2 position;
in vec2 localCoord;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_Stage0;
noperspective out vec2 vTransformedCoords_2_Stage0;
void main() {
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy;
vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(localCoord, 1.0)).xy;
vTransformedCoords_2_Stage0 = (uCoordTransformMatrix_2_Stage0 * vec3(localCoord, 1.0)).xy;
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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