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[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform vec2 ufocalParams_Stage2_c0_c0_c0_c0;
uniform vec4 uscale0_1_Stage2_c0_c0_c1_c0;
uniform vec4 uscale2_3_Stage2_c0_c0_c1_c0;
uniform vec4 uscale4_5_Stage2_c0_c0_c1_c0;
uniform vec4 uscale6_7_Stage2_c0_c0_c1_c0;
uniform vec4 ubias0_1_Stage2_c0_c0_c1_c0;
uniform vec4 ubias2_3_Stage2_c0_c0_c1_c0;
uniform vec4 ubias4_5_Stage2_c0_c0_c1_c0;
uniform vec4 ubias6_7_Stage2_c0_c0_c1_c0;
uniform vec4 uthresholds1_7_Stage2_c0_c0_c1_c0;
uniform vec4 uthresholds9_13_Stage2_c0_c0_c1_c0;
uniform sampler2D uTextureSampler_0_Stage1;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
vec4 TwoPointConicalGradientLayout_Stage2_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
vec2 p = vTransformedCoords_1_Stage0;
float t = -1.0;
float v = 1.0;
{
{
float fx = ufocalParams_Stage2_c0_c0_c0_c0.y;
float x_t = -1.0;
{
x_t = dot(p, p) / p.x;
}
{
if (x_t <= 0.0) {
v = -1.0;
}
}
{
{
t = x_t + fx;
}
}
}
}
_output = vec4(t, v, 0.0, 0.0);
return _output;
}
vec4 UnrolledBinaryGradientColorizer_Stage2_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
float t = _input.x;
vec4 scale, bias;
{
if (t < uthresholds1_7_Stage2_c0_c0_c1_c0.y) {
if (t < uthresholds1_7_Stage2_c0_c0_c1_c0.x) {
scale = uscale0_1_Stage2_c0_c0_c1_c0;
bias = ubias0_1_Stage2_c0_c0_c1_c0;
} else {
scale = uscale2_3_Stage2_c0_c0_c1_c0;
bias = ubias2_3_Stage2_c0_c0_c1_c0;
}
} else {
if (t < uthresholds1_7_Stage2_c0_c0_c1_c0.z) {
scale = uscale4_5_Stage2_c0_c0_c1_c0;
bias = ubias4_5_Stage2_c0_c0_c1_c0;
} else {
scale = uscale6_7_Stage2_c0_c0_c1_c0;
bias = ubias6_7_Stage2_c0_c0_c1_c0;
}
}
}
_output = t * scale + bias;
return _output;
}
vec4 TiledGradientEffect_Stage2_c0_c0(vec4 _input) {
vec4 _output;
vec4 t = TwoPointConicalGradientLayout_Stage2_c0_c0_c0_c0(vec4(1.0));
if (t.y < 0.0) {
_output = vec4(0.0);
} else {
{
t.x = fract(t.x);
}
_output = UnrolledBinaryGradientColorizer_Stage2_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);
}
void main() {
vec4 output_Stage1;
{
output_Stage1 = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0);
}
vec4 output_Stage2;
{
output_Stage2 = blend_dst_in(output_Stage1, TiledGradientEffect_Stage2_c0_c0(vec4(1.0)));
}
{
sk_FragColor = output_Stage2;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
in vec2 position;
in vec2 localCoord;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_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;
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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