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[require]
GLSL >= 1.40
[fragment shader]
#version 140
#extension GL_ARB_fragment_coord_conventions : require
layout(origin_upper_left) in vec4 gl_FragCoord;
out vec4 sk_FragColor;
uniform vec2 uImageIncrement_Stage1;
uniform float uSurfaceScale_Stage1;
uniform vec3 uLightColor_Stage1;
uniform float uKD_Stage1;
uniform vec3 uLightLocation_Stage1;
uniform sampler2D uTextureSampler_0_Stage1;
noperspective in vec2 vTransformedCoords_0_Stage0;
vec4 light_Stage1(vec3 normal, vec3 surfaceToLight, vec3 lightColor) {
float colorScale = uKD_Stage1 * dot(normal, surfaceToLight);
return vec4(lightColor * clamp(colorScale, 0.0, 1.0), 1.0);
}
float sobel_Stage1(float a, float b, float c, float d, float e, float f, float scale) {
return (((((-a + b) - 2.0 * c) + 2.0 * d) - e) + f) * scale;
}
vec3 pointToNormal_Stage1(float x, float y, float scale) {
return normalize(vec3(-x * scale, -y * scale, 1.0));
}
vec3 normal_Stage1(float m[9], float surfaceScale) {
return pointToNormal_Stage1(sobel_Stage1(0.0, 0.0, m[3], m[5], m[6], m[8], 0.33333298563957214), sobel_Stage1(0.0, 0.0, m[4], m[7], m[5], m[8], 0.5), surfaceScale);
}
void main() {
vec4 output_Stage1;
{
vec2 coord = vTransformedCoords_0_Stage0;
float m[9];
vec4 temp0;
{
vec2 origCoord = coord + vec2(-1.0, 1.0) * uImageIncrement_Stage1;
vec2 clampedCoord;
clampedCoord = origCoord;
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
temp0 = textureColor;
}
m[0] = temp0.w;
vec4 temp1;
{
vec2 origCoord = coord + vec2(0.0, 1.0) * uImageIncrement_Stage1;
vec2 clampedCoord;
clampedCoord = origCoord;
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
temp1 = textureColor;
}
m[1] = temp1.w;
vec4 temp2;
{
vec2 origCoord = coord + uImageIncrement_Stage1;
vec2 clampedCoord;
clampedCoord = origCoord;
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
temp2 = textureColor;
}
m[2] = temp2.w;
vec4 temp3;
{
vec2 origCoord = coord + vec2(-1.0, 0.0) * uImageIncrement_Stage1;
vec2 clampedCoord;
clampedCoord = origCoord;
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
temp3 = textureColor;
}
m[3] = temp3.w;
vec4 temp4;
{
vec2 origCoord = coord;
vec2 clampedCoord;
clampedCoord = origCoord;
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
temp4 = textureColor;
}
m[4] = temp4.w;
vec4 temp5;
{
vec2 origCoord = coord + vec2(1.0, 0.0) * uImageIncrement_Stage1;
vec2 clampedCoord;
clampedCoord = origCoord;
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
temp5 = textureColor;
}
m[5] = temp5.w;
vec4 temp6;
{
vec2 origCoord = coord + vec2(-1.0, -1.0) * uImageIncrement_Stage1;
vec2 clampedCoord;
clampedCoord = origCoord;
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
temp6 = textureColor;
}
m[6] = temp6.w;
vec4 temp7;
{
vec2 origCoord = coord + vec2(0.0, -1.0) * uImageIncrement_Stage1;
vec2 clampedCoord;
clampedCoord = origCoord;
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
temp7 = textureColor;
}
m[7] = temp7.w;
vec4 temp8;
{
vec2 origCoord = coord + vec2(1.0, -1.0) * uImageIncrement_Stage1;
vec2 clampedCoord;
clampedCoord = origCoord;
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
temp8 = textureColor;
}
m[8] = temp8.w;
vec3 surfaceToLight = normalize(uLightLocation_Stage1 - vec3(gl_FragCoord.xy, uSurfaceScale_Stage1 * m[4]));
output_Stage1 = light_Stage1(normal_Stage1(m, uSurfaceScale_Stage1), surfaceToLight, uLightColor_Stage1);
}
{
sk_FragColor = output_Stage1;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec2 position;
in vec2 localCoord;
noperspective out vec2 vTransformedCoords_0_Stage0;
void main() {
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_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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