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[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform vec4 ucircleData_Stage1_c0_c0_c0_c0_c0_c0;
uniform vec3 uedges_Stage1_c0_c0_c1_c0_c0_c0[6];
uniform vec4 ucolor_Stage1_c0_c0_c1_c0_c1_c0;
uniform vec2 ubaseFrequency_Stage1_c1_c0;
uniform float uz_Stage1_c1_c0;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_1_Stage1;
uniform sampler2D uTextureSampler_2_Stage1;
uniform sampler2D uTextureSampler_3_Stage1;
noperspective in vec4 vinCircleEdge_Stage0;
noperspective in vec4 vinColor_Stage0;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec3 vTransformedCoords_1_Stage0;
vec4 CircleBlurFragmentProcessor_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
vec2 vec = vec2((gl_FragCoord.x - ucircleData_Stage1_c0_c0_c0_c0_c0_c0.x) * ucircleData_Stage1_c0_c0_c0_c0_c0_c0.w, (gl_FragCoord.y - ucircleData_Stage1_c0_c0_c0_c0_c0_c0.y) * ucircleData_Stage1_c0_c0_c0_c0_c0_c0.w);
float dist = length(vec) + (0.5 - ucircleData_Stage1_c0_c0_c0_c0_c0_c0.z) * ucircleData_Stage1_c0_c0_c0_c0_c0_c0.w;
_output = _input * texture(uTextureSampler_0_Stage1, vec2(dist, 0.5)).w;
return _output;
}
vec4 TextureEffect_Stage1_c0_c0_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
_output = texture(uTextureSampler_1_Stage1, vTransformedCoords_0_Stage0) * _input;
return _output;
}
float _blend_overlay_component(float sc, float sa, float dc, float da) {
if (2.0 * dc <= da) {
return (2.0 * sc) * dc;
}
return sa * da - (2.0 * (da - dc)) * (sa - sc);
}
vec4 blend_overlay(vec4 src, vec4 dst) {
vec4 result = vec4(_blend_overlay_component(src.x, src.w, dst.x, dst.w), _blend_overlay_component(src.y, src.w, dst.y, dst.w), _blend_overlay_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w);
result.xyz += dst.xyz * (1.0 - src.w) + src.xyz * (1.0 - dst.w);
return result;
}
vec4 blend_hard_light(vec4 src, vec4 dst) {
return blend_overlay(dst, src);
}
vec4 ComposeTwo_Stage1_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = vec4(_input.xyz, 1.0);
_output = blend_hard_light(CircleBlurFragmentProcessor_Stage1_c0_c0_c0_c0_c0_c0(inputColor), TextureEffect_Stage1_c0_c0_c0_c0_c1_c0(inputColor));
_output *= _input.w;
return _output;
}
vec4 ConvexPoly_Stage1_c0_c0_c1_c0_c0_c0(vec4 _input) {
vec4 _output;
float alpha = 1.0;
float edge;
edge = dot(uedges_Stage1_c0_c0_c1_c0_c0_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_c1_c0_c0_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_c1_c0_c0_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_c1_c0_c0_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_c1_c0_c0_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_c1_c0_c0_c0[5], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
edge = clamp(edge, 0.0, 1.0);
alpha *= edge;
_output = _input * alpha;
return _output;
}
vec4 ConstColorProcessor_Stage1_c0_c0_c1_c0_c1_c0(vec4 _input) {
vec4 _output;
{
_output = ucolor_Stage1_c0_c0_c1_c0_c1_c0;
}
return _output;
}
vec4 blend_src_over(vec4 src, vec4 dst) {
return src + (1.0 - src.w) * dst;
}
vec4 ComposeTwo_Stage1_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = vec4(_input.xyz, 1.0);
_output = blend_src_over(ConvexPoly_Stage1_c0_c0_c1_c0_c0_c0(inputColor), ConstColorProcessor_Stage1_c0_c0_c1_c0_c1_c0(inputColor));
_output *= _input.w;
return _output;
}
vec4 ComposeTwo_Stage1_c0_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = vec4(_input.xyz, 1.0);
_output = blend_hard_light(ComposeTwo_Stage1_c0_c0_c0_c0(inputColor), ComposeTwo_Stage1_c0_c0_c1_c0(inputColor));
_output *= _input.w;
return _output;
}
vec3 fade_Stage1_c1_c0(vec3 t) {
return ((t * t) * t) * (t * (t * 6.0 - 15.0) + 10.0);
}
float perm_Stage1_c1_c0(float x) {
return texture(uTextureSampler_2_Stage1, vec2(fract(x / 256.0), 0.0)).x * 255.0;
}
float grad_Stage1_c1_c0(float x, vec3 p) {
return dot(texture(uTextureSampler_3_Stage1, vec2(fract(x / 16.0), 0.0)).xyz * 255.0 - vec3(1.0), p);
}
float lerp_Stage1_c1_c0(float a, float b, float w) {
return a + w * (b - a);
}
float noise_Stage1_c1_c0(vec3 p) {
vec3 P = mod(floor(p), 256.0);
p -= floor(p);
vec3 f = fade_Stage1_c1_c0(p);
float A = perm_Stage1_c1_c0(P.x) + P.y;
float AA = perm_Stage1_c1_c0(A) + P.z;
float AB = perm_Stage1_c1_c0(A + 1.0) + P.z;
float B = perm_Stage1_c1_c0(P.x + 1.0) + P.y;
float BA = perm_Stage1_c1_c0(B) + P.z;
float BB = perm_Stage1_c1_c0(B + 1.0) + P.z;
float result = lerp_Stage1_c1_c0(lerp_Stage1_c1_c0(lerp_Stage1_c1_c0(grad_Stage1_c1_c0(perm_Stage1_c1_c0(AA), p), grad_Stage1_c1_c0(perm_Stage1_c1_c0(BA), p + vec3(-1.0, 0.0, 0.0)), f.x), lerp_Stage1_c1_c0(grad_Stage1_c1_c0(perm_Stage1_c1_c0(AB), p + vec3(0.0, -1.0, 0.0)), grad_Stage1_c1_c0(perm_Stage1_c1_c0(BB), p + vec3(-1.0, -1.0, 0.0)), f.x), f.y), lerp_Stage1_c1_c0(lerp_Stage1_c1_c0(grad_Stage1_c1_c0(perm_Stage1_c1_c0(AA + 1.0), p + vec3(0.0, 0.0, -1.0)), grad_Stage1_c1_c0(perm_Stage1_c1_c0(BA + 1.0), p + vec3(-1.0, 0.0, -1.0)), f.x), lerp_Stage1_c1_c0(grad_Stage1_c1_c0(perm_Stage1_c1_c0(AB + 1.0), p + vec3(0.0, -1.0, -1.0)), grad_Stage1_c1_c0(perm_Stage1_c1_c0(BB + 1.0), p + vec3(-1.0, -1.0, -1.0)), f.x), f.y), f.z);
return result;
}
float noiseOctaves_Stage1_c1_c0(vec3 p) {
float result = 0.0;
float ratio = 1.0;
for (float i = 0.0;i < 8.0; i++) {
result += noise_Stage1_c1_c0(p) / ratio;
p *= 2.0;
ratio *= 2.0;
}
return (result + 1.0) / 2.0;
}
vec4 ImprovedPerlinNoise_Stage1_c1_c0(vec4 _input) {
vec4 _output;
vec2 vTransformedCoords_1_Stage0_ensure2D = vTransformedCoords_1_Stage0.xy / vTransformedCoords_1_Stage0.z;
vec2 coords = vTransformedCoords_1_Stage0_ensure2D * ubaseFrequency_Stage1_c1_c0;
float r = noiseOctaves_Stage1_c1_c0(vec3(coords, uz_Stage1_c1_c0));
float g = noiseOctaves_Stage1_c1_c0(vec3(coords, uz_Stage1_c1_c0));
float b = noiseOctaves_Stage1_c1_c0(vec3(coords, uz_Stage1_c1_c0));
float a = noiseOctaves_Stage1_c1_c0(vec3(coords, uz_Stage1_c1_c0));
_output = vec4(r, g, b, a);
_output = clamp(_output, 0.0, 1.0);
_output = vec4(_output.xyz * _output.www, _output.w);
return _output;
}
float _blend_color_luminance(vec3 color) {
return dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), color);
}
vec3 _blend_set_color_luminance(vec3 hueSatColor, float alpha, vec3 lumColor) {
float lum = _blend_color_luminance(lumColor);
vec3 result = (lum - _blend_color_luminance(hueSatColor)) + hueSatColor;
float minComp = min(min(result.x, result.y), result.z);
float maxComp = max(max(result.x, result.y), result.z);
if (minComp < 0.0 && lum != minComp) {
result = lum + ((result - lum) * lum) / (lum - minComp);
}
if (maxComp > alpha && maxComp != lum) {
return lum + ((result - lum) * (alpha - lum)) / (maxComp - lum);
}
return result;
}
vec4 blend_color(vec4 src, vec4 dst) {
float alpha = dst.w * src.w;
vec3 sda = src.xyz * dst.w;
vec3 dsa = dst.xyz * src.w;
return vec4((((_blend_set_color_luminance(sda, alpha, dsa) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha);
}
void main() {
vec4 outputColor_Stage0;
vec4 outputCoverage_Stage0;
{
vec4 circleEdge;
circleEdge = vinCircleEdge_Stage0;
outputColor_Stage0 = vinColor_Stage0;
float d = length(circleEdge.xy);
float distanceToOuterEdge = circleEdge.z * (1.0 - d);
float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0);
outputCoverage_Stage0 = vec4(edgeAlpha);
}
vec4 output_Stage1;
{
vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
output_Stage1 = blend_color(ComposeTwo_Stage1_c0_c0(inputColor), ImprovedPerlinNoise_Stage1_c1_c0(inputColor));
output_Stage1 *= outputColor_Stage0.w;
}
{
sk_FragColor = (1.0 - output_Stage1.w) * outputCoverage_Stage0;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
in vec2 inPosition;
in vec4 inColor;
in vec4 inCircleEdge;
noperspective out vec4 vinCircleEdge_Stage0;
noperspective out vec4 vinColor_Stage0;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec3 vTransformedCoords_1_Stage0;
void main() {
vinCircleEdge_Stage0 = inCircleEdge;
vinColor_Stage0 = inColor;
vec2 pos2 = inPosition;
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy;
vTransformedCoords_1_Stage0 = uCoordTransformMatrix_1_Stage0 * vec3(inPosition, 1.0);
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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