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[require]
GLSL >= 1.40
GL_KHR_blend_equation_advanced
[fragment shader]
#version 140
#extension GL_KHR_blend_equation_advanced : require
#extension GL_ARB_fragment_coord_conventions : require
layout(origin_upper_left) in vec4 gl_FragCoord;
out vec4 sk_FragColor;
layout (blend_support_all_equations) out ;
uniform vec4 ucircleData_Stage1_c0_c0_c1_c0;
uniform float uPixelSize_Stage1_c1_c0_c0_c0_c0_c0;
uniform vec2 uRange_Stage1_c1_c0_c0_c0_c0_c0;
uniform vec4 urectUniform_Stage1_c1_c0_c0_c0_c1_c0;
uniform vec4 urectUniform_Stage1_c1_c0_c1_c0_c0_c0;
uniform mat4 um_Stage1_c1_c0_c1_c0_c1_c0;
uniform vec4 uv_Stage1_c1_c0_c1_c0_c1_c0;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_1_Stage1;
uniform sampler2D uTextureSampler_2_Stage1;
noperspective in vec4 vcolor_Stage0;
noperspective in vec2 vTransformedCoords_0_Stage0;
vec4 ColorTableEffect_Stage1_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
float nonZeroAlpha = max(_input.w, 9.9999997473787516e-05);
vec4 coord = vec4(_input.xyz / nonZeroAlpha, nonZeroAlpha);
coord = coord * 0.9960939884185791 + vec4(0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579);
_output.w = texture(uTextureSampler_0_Stage1, vec2(coord.w, 0.125)).w;
_output.x = texture(uTextureSampler_0_Stage1, vec2(coord.x, 0.375)).w;
_output.y = texture(uTextureSampler_0_Stage1, vec2(coord.y, 0.625)).w;
_output.z = texture(uTextureSampler_0_Stage1, vec2(coord.z, 0.875)).w;
_output.xyz *= _output.w;
return _output;
}
vec4 CircleBlurFragmentProcessor_Stage1_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
vec2 vec = vec2((gl_FragCoord.x - ucircleData_Stage1_c0_c0_c1_c0.x) * ucircleData_Stage1_c0_c0_c1_c0.w, (gl_FragCoord.y - ucircleData_Stage1_c0_c0_c1_c0.y) * ucircleData_Stage1_c0_c0_c1_c0.w);
float dist = length(vec) + (0.5 - ucircleData_Stage1_c0_c0_c1_c0.z) * ucircleData_Stage1_c0_c0_c1_c0.w;
_output = _input * texture(uTextureSampler_1_Stage1, vec2(dist, 0.5)).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);
}
vec4 ComposeTwo_Stage1_c0_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = vec4(_input.xyz, 1.0);
_output = blend_color(ColorTableEffect_Stage1_c0_c0_c0_c0(inputColor), CircleBlurFragmentProcessor_Stage1_c0_c0_c1_c0(inputColor));
_output *= _input.w;
return _output;
}
vec4 Morphology_Stage1_c1_c0_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
_output = vec4(0.0, 0.0, 0.0, 0.0);
vec2 coord = vTransformedCoords_0_Stage0;
coord.y -= 6.0 * uPixelSize_Stage1_c1_c0_c0_c0_c0_c0;
for (int i = 0;i < 13; i++) {
_output = max(_output, texture(uTextureSampler_2_Stage1, coord));
coord.y += uPixelSize_Stage1_c1_c0_c0_c0_c0_c0;
}
_output *= _input;
return _output;
}
vec4 AARectEffect_Stage1_c1_c0_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
float alpha;
{
alpha = float(all(greaterThan(vec4(gl_FragCoord.xy, urectUniform_Stage1_c1_c0_c0_c0_c1_c0.zw), vec4(urectUniform_Stage1_c1_c0_c0_c0_c1_c0.xy, gl_FragCoord.xy))) ? 1 : 0);
}
_output = _input * alpha;
return _output;
}
vec4 ComposeTwo_Stage1_c1_c0_c0_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = vec4(_input.xyz, 1.0);
_output = blend_color(Morphology_Stage1_c1_c0_c0_c0_c0_c0(inputColor), AARectEffect_Stage1_c1_c0_c0_c0_c1_c0(inputColor));
_output *= _input.w;
return _output;
}
vec4 AARectEffect_Stage1_c1_c0_c1_c0_c0_c0(vec4 _input) {
vec4 _output;
float alpha;
{
alpha = float(all(greaterThan(vec4(gl_FragCoord.xy, urectUniform_Stage1_c1_c0_c1_c0_c0_c0.zw), vec4(urectUniform_Stage1_c1_c0_c1_c0_c0_c0.xy, gl_FragCoord.xy))) ? 1 : 0);
}
{
alpha = 1.0 - alpha;
}
_output = _input * alpha;
return _output;
}
vec4 ColorMatrixFragmentProcessor_Stage1_c1_c0_c1_c0_c1_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = _input;
_output = um_Stage1_c1_c0_c1_c0_c1_c0 * inputColor + uv_Stage1_c1_c0_c1_c0_c1_c0;
{
_output.w = clamp(_output.w, 0.0, 1.0);
}
return _output;
}
vec4 blend_src_out(vec4 src, vec4 dst) {
return (1.0 - dst.w) * src;
}
vec4 ComposeTwo_Stage1_c1_c0_c1_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = vec4(_input.xyz, 1.0);
_output = blend_src_out(AARectEffect_Stage1_c1_c0_c1_c0_c0_c0(inputColor), ColorMatrixFragmentProcessor_Stage1_c1_c0_c1_c0_c1_c0(inputColor));
_output *= _input.w;
return _output;
}
vec4 blend_src_in(vec4 src, vec4 dst) {
return src * dst.w;
}
vec4 ComposeTwo_Stage1_c1_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = vec4(_input.xyz, 1.0);
_output = blend_src_in(ComposeTwo_Stage1_c1_c0_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0_c1_c0(inputColor));
_output *= _input.w;
return _output;
}
vec4 blend_modulate(vec4 src, vec4 dst) {
return src * dst;
}
void main() {
vec4 outputColor_Stage0;
{
outputColor_Stage0 = vcolor_Stage0;
}
vec4 output_Stage1;
{
vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
output_Stage1 = blend_modulate(ComposeTwo_Stage1_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0(inputColor));
output_Stage1 *= outputColor_Stage0.w;
}
{
sk_FragColor = output_Stage1;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uViewM_Stage0;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec2 inPosition;
in vec4 inColor;
noperspective out vec4 vcolor_Stage0;
noperspective out vec2 vTransformedCoords_0_Stage0;
void main() {
vec4 color = inColor;
vcolor_Stage0 = color;
vec2 pos2 = (uViewM_Stage0 * vec3(inPosition, 1.0)).xy;
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 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);
}
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