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
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
|
[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform vec4 uniformColor_Stage1_c0_c0;
uniform vec4 uscale0_1_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
uniform vec4 uscale2_3_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
uniform vec4 uscale4_5_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
uniform vec4 uscale6_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
uniform vec4 uscale8_9_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
uniform vec4 uscale10_11_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
uniform vec4 ubias0_1_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
uniform vec4 ubias2_3_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
uniform vec4 ubias4_5_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
uniform vec4 ubias6_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
uniform vec4 ubias8_9_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
uniform vec4 ubias10_11_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
uniform vec4 uthresholds1_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
uniform vec4 uthresholds9_13_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
uniform vec4 ucolor_Stage2;
uniform vec4 ucolor_Stage3_c1_c0;
noperspective in vec4 vcolor_Stage0;
noperspective in vec2 vTransformedCoords_0_Stage0;
vec4 LinearGradientLayout_Stage1_c0_c0_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 UnrolledBinaryGradientColorizer_Stage1_c0_c0_c0_c0_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
float t = _input.x;
vec4 scale, bias;
if (t < uthresholds1_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0.w) {
if (t < uthresholds1_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0.y) {
if (t < uthresholds1_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0.x) {
scale = uscale0_1_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
bias = ubias0_1_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
} else {
scale = uscale2_3_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
bias = ubias2_3_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
}
} else {
if (t < uthresholds1_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0.z) {
scale = uscale4_5_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
bias = ubias4_5_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
} else {
scale = uscale6_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
bias = ubias6_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
}
}
} else {
{
if (t < uthresholds9_13_Stage1_c0_c0_c0_c0_c0_c0_c1_c0.x) {
scale = uscale8_9_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
bias = ubias8_9_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
} else {
scale = uscale10_11_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
bias = ubias10_11_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
}
}
}
_output = t * scale + bias;
return _output;
}
vec4 TiledGradientEffect_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
vec4 t = LinearGradientLayout_Stage1_c0_c0_c0_c0_c0_c0_c0_c0(vec4(1.0));
{
{
float t_1 = t.x - 1.0;
float tiled_t = (t_1 - 2.0 * floor(t_1 * 0.5)) - 1.0;
t.x = abs(tiled_t);
}
_output = UnrolledBinaryGradientColorizer_Stage1_c0_c0_c0_c0_c0_c0_c1_c0(t);
}
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_c0_c0(vec4 _input) {
vec4 _output;
_output = blend_dst_in(_input, TiledGradientEffect_Stage1_c0_c0_c0_c0_c0_c0(vec4(1.0)));
return _output;
}
vec4 OverrideInputFragmentProcessor_Stage1_c0_c0(vec4 _input) {
vec4 _output;
vec4 constColor;
{
constColor = uniformColor_Stage1_c0_c0;
}
_output = ComposeOne_Stage1_c0_c0_c0_c0(constColor);
return _output;
}
vec4 ConstColorProcessor_Stage3_c1_c0(vec4 _input) {
vec4 _output;
{
_output = ucolor_Stage3_c1_c0;
}
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_luminosity(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(dsa, alpha, sda) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha);
}
vec4 blend_src_over(vec4 src, vec4 dst) {
return src + (1.0 - src.w) * dst;
}
vec4 blend_darken(vec4 src, vec4 dst) {
vec4 result = blend_src_over(src, dst);
result.xyz = min(result.xyz, (1.0 - dst.w) * src.xyz + dst.xyz);
return result;
}
void main() {
vec4 outputColor_Stage0;
{
outputColor_Stage0 = vcolor_Stage0;
}
vec4 output_Stage1;
{
output_Stage1 = blend_luminosity(OverrideInputFragmentProcessor_Stage1_c0_c0(vec4(1.0)), outputColor_Stage0);
}
vec4 output_Stage2;
{
{
output_Stage2 = output_Stage1 * ucolor_Stage2;
}
}
vec4 output_Stage3;
{
output_Stage3 = blend_darken(ConstColorProcessor_Stage3_c1_c0(vec4(1.0)), output_Stage2);
}
{
sk_FragColor = output_Stage3;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uViewM_Stage0;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec2 position;
in vec4 inColor;
in vec2 inLocalCoord;
noperspective out vec4 vcolor_Stage0;
noperspective out vec2 vTransformedCoords_0_Stage0;
void main() {
vec4 color = inColor;
color = color.zyxw;
color = vec4(color.xyz * color.w, color.w);
vcolor_Stage0 = color;
vec2 pos2 = (uViewM_Stage0 * vec3(position, 1.0)).xy;
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inLocalCoord, 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);
}
|