1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
|
[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform vec4 uleftBorderColor_Stage1_c0_c0_c0_c0;
uniform vec4 urightBorderColor_Stage1_c0_c0_c0_c0;
uniform vec4 ustart_Stage1_c0_c0_c0_c0_c1_c0;
uniform vec4 uend_Stage1_c0_c0_c0_c0_c1_c0;
uniform vec4 uleftBorderColor_Stage1_c1_c0_c0_c0;
uniform vec4 urightBorderColor_Stage1_c1_c0_c0_c0;
uniform vec4 ustart_Stage1_c1_c0_c0_c0_c1_c0;
uniform vec4 uend_Stage1_c1_c0_c0_c0_c1_c0;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
flat in vec4 vcolor_Stage0;
vec4 LinearGradientLayout_Stage1_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 SingleIntervalGradientColorizer_Stage1_c0_c0_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
float t = _input.x;
_output = (1.0 - t) * ustart_Stage1_c0_c0_c0_c0_c1_c0 + t * uend_Stage1_c0_c0_c0_c0_c1_c0;
return _output;
}
vec4 ClampedGradientEffect_Stage1_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
vec4 t = LinearGradientLayout_Stage1_c0_c0_c0_c0_c0_c0(vec4(1.0));
if (t.x < 0.0) {
_output = uleftBorderColor_Stage1_c0_c0_c0_c0;
} else if (t.x > 1.0) {
_output = urightBorderColor_Stage1_c0_c0_c0_c0;
} else {
_output = SingleIntervalGradientColorizer_Stage1_c0_c0_c0_c0_c1_c0(t);
}
{
_output.xyz *= _output.w;
}
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(vec4 _input) {
vec4 _output;
_output = blend_dst_in(_input, ClampedGradientEffect_Stage1_c0_c0_c0_c0(vec4(1.0)));
return _output;
}
vec4 LinearGradientLayout_Stage1_c1_c0_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
float t = vTransformedCoords_1_Stage0.x + 9.9999997473787516e-06;
_output = vec4(t, 1.0, 0.0, 0.0);
return _output;
}
vec4 SingleIntervalGradientColorizer_Stage1_c1_c0_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
float t = _input.x;
_output = (1.0 - t) * ustart_Stage1_c1_c0_c0_c0_c1_c0 + t * uend_Stage1_c1_c0_c0_c0_c1_c0;
return _output;
}
vec4 ClampedGradientEffect_Stage1_c1_c0_c0_c0(vec4 _input) {
vec4 _output;
vec4 t = LinearGradientLayout_Stage1_c1_c0_c0_c0_c0_c0(vec4(1.0));
if (t.x < 0.0) {
_output = uleftBorderColor_Stage1_c1_c0_c0_c0;
} else if (t.x > 1.0) {
_output = urightBorderColor_Stage1_c1_c0_c0_c0;
} else {
_output = SingleIntervalGradientColorizer_Stage1_c1_c0_c0_c0_c1_c0(t);
}
{
_output.xyz *= _output.w;
}
return _output;
}
vec4 ComposeOne_Stage1_c1_c0(vec4 _input) {
vec4 _output;
_output = blend_dst_in(_input, ClampedGradientEffect_Stage1_c1_c0_c0_c0(vec4(1.0)));
return _output;
}
vec4 blend_dst_atop(vec4 src, vec4 dst) {
return (1.0 - dst.w) * src + src.w * dst;
}
void main() {
vec4 outputColor_Stage0;
{
outputColor_Stage0 = vcolor_Stage0;
}
vec4 output_Stage1;
{
vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
output_Stage1 = blend_dst_atop(ComposeOne_Stage1_c0_c0(inputColor), ComposeOne_Stage1_c1_c0(inputColor));
output_Stage1 *= outputColor_Stage0.w;
}
{
sk_FragColor = output_Stage1;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
in vec2 position;
in vec4 color;
in vec2 localCoord;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_Stage0;
flat out vec4 vcolor_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;
vcolor_Stage0 = color;
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);
}
|