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-rw-r--r--shaders/skia/1009.shader_test375
1 files changed, 375 insertions, 0 deletions
diff --git a/shaders/skia/1009.shader_test b/shaders/skia/1009.shader_test
new file mode 100644
index 0000000..95127c5
--- /dev/null
+++ b/shaders/skia/1009.shader_test
@@ -0,0 +1,375 @@
+[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 vec4 uColor_Stage0;
+uniform vec4 urectH_Stage1_c0_c0_c0_c0_c0_c0;
+uniform float uinvSixSigma_Stage1_c0_c0_c0_c0_c0_c0;
+uniform vec2 uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0;
+uniform vec2 uBounds_Stage1_c0_c0_c0_c0_c1_c0;
+uniform vec4 uKernel_Stage1_c0_c0_c0_c0_c1_c0[6];
+uniform float uPixelSize_Stage1_c0_c0_c1_c0;
+uniform vec2 uRange_Stage1_c0_c0_c1_c0;
+uniform vec4 ucircleData_Stage1_c1_c0_c0_c0;
+uniform vec2 ubaseFrequency_Stage1_c1_c0_c1_c0_c0_c0;
+uniform float uz_Stage1_c1_c0_c1_c0_c0_c0;
+uniform sampler2D uTextureSampler_0_Stage1;
+uniform sampler2D uTextureSampler_1_Stage1;
+uniform sampler2D uTextureSampler_2_Stage1;
+uniform sampler2D uTextureSampler_3_Stage1;
+uniform sampler2D uTextureSampler_4_Stage1;
+uniform sampler2D uTextureSampler_5_Stage1;
+uniform sampler2D uTextureSampler_6_Stage1;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+noperspective in vec2 vTransformedCoords_1_Stage0;
+noperspective in vec2 vTransformedCoords_2_Stage0;
+noperspective in vec2 vTransformedCoords_3_Stage0;
+vec4 RectBlurEffect_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ float xCoverage, yCoverage;
+ {
+ float x, y;
+ {
+ x = max(urectH_Stage1_c0_c0_c0_c0_c0_c0.x - gl_FragCoord.x, gl_FragCoord.x - urectH_Stage1_c0_c0_c0_c0_c0_c0.z);
+ y = max(urectH_Stage1_c0_c0_c0_c0_c0_c0.y - gl_FragCoord.y, gl_FragCoord.y - urectH_Stage1_c0_c0_c0_c0_c0_c0.w);
+ }
+ xCoverage = texture(uTextureSampler_0_Stage1, vec2(x * uinvSixSigma_Stage1_c0_c0_c0_c0_c0_c0, 0.5)).w;
+ yCoverage = texture(uTextureSampler_0_Stage1, vec2(y * uinvSixSigma_Stage1_c0_c0_c0_c0_c0_c0, 0.5)).w;
+ _output = (_input * xCoverage) * yCoverage;
+ }
+ _output = (_input * xCoverage) * yCoverage;
+ return _output;
+}
+vec4 GaussianConvolution_Stage1_c0_c0_c0_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ _output = vec4(0.0, 0.0, 0.0, 0.0);
+ vec2 coord = vTransformedCoords_0_Stage0 - 11.0 * uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0;
+ vec2 coordSampled = vec2(0.0, 0.0);
+ coordSampled = coord;
+ coordSampled.x = clamp(coord.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.y);
+ _output += texture(uTextureSampler_1_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c1_c0[0].x;
+ coord += uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0;
+ coordSampled = coord;
+ coordSampled.x = clamp(coord.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.y);
+ _output += texture(uTextureSampler_1_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c1_c0[0].y;
+ coord += uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0;
+ coordSampled = coord;
+ coordSampled.x = clamp(coord.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.y);
+ _output += texture(uTextureSampler_1_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c1_c0[0].z;
+ coord += uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0;
+ coordSampled = coord;
+ coordSampled.x = clamp(coord.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.y);
+ _output += texture(uTextureSampler_1_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c1_c0[0].w;
+ coord += uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0;
+ coordSampled = coord;
+ coordSampled.x = clamp(coord.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.y);
+ _output += texture(uTextureSampler_1_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c1_c0[1].x;
+ coord += uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0;
+ coordSampled = coord;
+ coordSampled.x = clamp(coord.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.y);
+ _output += texture(uTextureSampler_1_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c1_c0[1].y;
+ coord += uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0;
+ coordSampled = coord;
+ coordSampled.x = clamp(coord.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.y);
+ _output += texture(uTextureSampler_1_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c1_c0[1].z;
+ coord += uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0;
+ coordSampled = coord;
+ coordSampled.x = clamp(coord.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.y);
+ _output += texture(uTextureSampler_1_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c1_c0[1].w;
+ coord += uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0;
+ coordSampled = coord;
+ coordSampled.x = clamp(coord.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.y);
+ _output += texture(uTextureSampler_1_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c1_c0[2].x;
+ coord += uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0;
+ coordSampled = coord;
+ coordSampled.x = clamp(coord.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.y);
+ _output += texture(uTextureSampler_1_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c1_c0[2].y;
+ coord += uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0;
+ coordSampled = coord;
+ coordSampled.x = clamp(coord.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.y);
+ _output += texture(uTextureSampler_1_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c1_c0[2].z;
+ coord += uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0;
+ coordSampled = coord;
+ coordSampled.x = clamp(coord.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.y);
+ _output += texture(uTextureSampler_1_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c1_c0[2].w;
+ coord += uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0;
+ coordSampled = coord;
+ coordSampled.x = clamp(coord.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.y);
+ _output += texture(uTextureSampler_1_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c1_c0[3].x;
+ coord += uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0;
+ coordSampled = coord;
+ coordSampled.x = clamp(coord.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.y);
+ _output += texture(uTextureSampler_1_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c1_c0[3].y;
+ coord += uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0;
+ coordSampled = coord;
+ coordSampled.x = clamp(coord.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.y);
+ _output += texture(uTextureSampler_1_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c1_c0[3].z;
+ coord += uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0;
+ coordSampled = coord;
+ coordSampled.x = clamp(coord.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.y);
+ _output += texture(uTextureSampler_1_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c1_c0[3].w;
+ coord += uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0;
+ coordSampled = coord;
+ coordSampled.x = clamp(coord.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.y);
+ _output += texture(uTextureSampler_1_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c1_c0[4].x;
+ coord += uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0;
+ coordSampled = coord;
+ coordSampled.x = clamp(coord.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.y);
+ _output += texture(uTextureSampler_1_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c1_c0[4].y;
+ coord += uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0;
+ coordSampled = coord;
+ coordSampled.x = clamp(coord.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.y);
+ _output += texture(uTextureSampler_1_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c1_c0[4].z;
+ coord += uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0;
+ coordSampled = coord;
+ coordSampled.x = clamp(coord.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.y);
+ _output += texture(uTextureSampler_1_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c1_c0[4].w;
+ coord += uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0;
+ coordSampled = coord;
+ coordSampled.x = clamp(coord.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.y);
+ _output += texture(uTextureSampler_1_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c1_c0[5].x;
+ coord += uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0;
+ coordSampled = coord;
+ coordSampled.x = clamp(coord.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.y);
+ _output += texture(uTextureSampler_1_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c1_c0[5].y;
+ coord += uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0;
+ coordSampled = coord;
+ coordSampled.x = clamp(coord.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.x, uBounds_Stage1_c0_c0_c0_c0_c1_c0.y);
+ _output += texture(uTextureSampler_1_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c1_c0[5].z;
+ coord += uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0;
+ _output *= _input;
+ return _output;
+}
+vec4 blend_plus(vec4 src, vec4 dst) {
+ return min(src + dst, 1.0);
+}
+vec4 ComposeTwo_Stage1_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_plus(RectBlurEffect_Stage1_c0_c0_c0_c0_c0_c0(inputColor), GaussianConvolution_Stage1_c0_c0_c0_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+vec4 Morphology_Stage1_c0_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ _output = vec4(0.0, 0.0, 0.0, 0.0);
+ vec2 coord = vTransformedCoords_1_Stage0;
+ coord.x -= 10.0 * uPixelSize_Stage1_c0_c0_c1_c0;
+ for (int i = 0;i < 21; i++) {
+ _output = max(_output, texture(uTextureSampler_2_Stage1, coord));
+ coord.x += uPixelSize_Stage1_c0_c0_c1_c0;
+ }
+ _output *= _input;
+ return _output;
+}
+float _guarded_divide(float n, float d) {
+ return n / d;
+}
+float _color_dodge_component(float sc, float sa, float dc, float da) {
+ if (dc == 0.0) {
+ return sc * (1.0 - da);
+ } else {
+ float d = sa - sc;
+ if (d == 0.0) {
+ return (sa * da + sc * (1.0 - da)) + dc * (1.0 - sa);
+ }
+ d = min(da, _guarded_divide(dc * sa, d));
+ return (d * sa + sc * (1.0 - da)) + dc * (1.0 - sa);
+ }
+}
+vec4 blend_color_dodge(vec4 src, vec4 dst) {
+ return vec4(_color_dodge_component(src.x, src.w, dst.x, dst.w), _color_dodge_component(src.y, src.w, dst.y, dst.w), _color_dodge_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w);
+}
+vec4 ComposeTwo_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_color_dodge(ComposeTwo_Stage1_c0_c0_c0_c0(inputColor), Morphology_Stage1_c0_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+vec4 CircleBlurFragmentProcessor_Stage1_c1_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec2 vec = vec2((gl_FragCoord.x - ucircleData_Stage1_c1_c0_c0_c0.x) * ucircleData_Stage1_c1_c0_c0_c0.w, (gl_FragCoord.y - ucircleData_Stage1_c1_c0_c0_c0.y) * ucircleData_Stage1_c1_c0_c0_c0.w);
+ float dist = length(vec) + (0.5 - ucircleData_Stage1_c1_c0_c0_c0.z) * ucircleData_Stage1_c1_c0_c0_c0.w;
+ _output = _input * texture(uTextureSampler_3_Stage1, vec2(dist, 0.5)).w;
+ return _output;
+}
+vec3 fade_Stage1_c1_c0_c1_c0_c0_c0(vec3 t) {
+ return ((t * t) * t) * (t * (t * 6.0 - 15.0) + 10.0);
+}
+float perm_Stage1_c1_c0_c1_c0_c0_c0(float x) {
+ return texture(uTextureSampler_4_Stage1, vec2(fract(x / 256.0), 0.0)).x * 255.0;
+}
+float grad_Stage1_c1_c0_c1_c0_c0_c0(float x, vec3 p) {
+ return dot(texture(uTextureSampler_5_Stage1, vec2(fract(x / 16.0), 0.0)).xyz * 255.0 - vec3(1.0), p);
+}
+float lerp_Stage1_c1_c0_c1_c0_c0_c0(float a, float b, float w) {
+ return a + w * (b - a);
+}
+float noise_Stage1_c1_c0_c1_c0_c0_c0(vec3 p) {
+ vec3 P = mod(floor(p), 256.0);
+ p -= floor(p);
+ vec3 f = fade_Stage1_c1_c0_c1_c0_c0_c0(p);
+ float A = perm_Stage1_c1_c0_c1_c0_c0_c0(P.x) + P.y;
+ float AA = perm_Stage1_c1_c0_c1_c0_c0_c0(A) + P.z;
+ float AB = perm_Stage1_c1_c0_c1_c0_c0_c0(A + 1.0) + P.z;
+ float B = perm_Stage1_c1_c0_c1_c0_c0_c0(P.x + 1.0) + P.y;
+ float BA = perm_Stage1_c1_c0_c1_c0_c0_c0(B) + P.z;
+ float BB = perm_Stage1_c1_c0_c1_c0_c0_c0(B + 1.0) + P.z;
+ float result = lerp_Stage1_c1_c0_c1_c0_c0_c0(lerp_Stage1_c1_c0_c1_c0_c0_c0(lerp_Stage1_c1_c0_c1_c0_c0_c0(grad_Stage1_c1_c0_c1_c0_c0_c0(perm_Stage1_c1_c0_c1_c0_c0_c0(AA), p), grad_Stage1_c1_c0_c1_c0_c0_c0(perm_Stage1_c1_c0_c1_c0_c0_c0(BA), p + vec3(-1.0, 0.0, 0.0)), f.x), lerp_Stage1_c1_c0_c1_c0_c0_c0(grad_Stage1_c1_c0_c1_c0_c0_c0(perm_Stage1_c1_c0_c1_c0_c0_c0(AB), p + vec3(0.0, -1.0, 0.0)), grad_Stage1_c1_c0_c1_c0_c0_c0(perm_Stage1_c1_c0_c1_c0_c0_c0(BB), p + vec3(-1.0, -1.0, 0.0)), f.x), f.y), lerp_Stage1_c1_c0_c1_c0_c0_c0(lerp_Stage1_c1_c0_c1_c0_c0_c0(grad_Stage1_c1_c0_c1_c0_c0_c0(perm_Stage1_c1_c0_c1_c0_c0_c0(AA + 1.0), p + vec3(0.0, 0.0, -1.0)), grad_Stage1_c1_c0_c1_c0_c0_c0(perm_Stage1_c1_c0_c1_c0_c0_c0(BA + 1.0), p + vec3(-1.0, 0.0, -1.0)), f.x), lerp_Stage1_c1_c0_c1_c0_c0_c0(grad_Stage1_c1_c0_c1_c0_c0_c0(perm_Stage1_c1_c0_c1_c0_c0_c0(AB + 1.0), p + vec3(0.0, -1.0, -1.0)), grad_Stage1_c1_c0_c1_c0_c0_c0(perm_Stage1_c1_c0_c1_c0_c0_c0(BB + 1.0), p + vec3(-1.0, -1.0, -1.0)), f.x), f.y), f.z);
+ return result;
+}
+float noiseOctaves_Stage1_c1_c0_c1_c0_c0_c0(vec3 p) {
+ float result = 0.0;
+ float ratio = 1.0;
+ for (float i = 0.0;i < 10.0; i++) {
+ result += noise_Stage1_c1_c0_c1_c0_c0_c0(p) / ratio;
+ p *= 2.0;
+ ratio *= 2.0;
+ }
+ return (result + 1.0) / 2.0;
+}
+vec4 ImprovedPerlinNoise_Stage1_c1_c0_c1_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec2 coords = vTransformedCoords_2_Stage0 * ubaseFrequency_Stage1_c1_c0_c1_c0_c0_c0;
+ float r = noiseOctaves_Stage1_c1_c0_c1_c0_c0_c0(vec3(coords, uz_Stage1_c1_c0_c1_c0_c0_c0));
+ float g = noiseOctaves_Stage1_c1_c0_c1_c0_c0_c0(vec3(coords, uz_Stage1_c1_c0_c1_c0_c0_c0));
+ float b = noiseOctaves_Stage1_c1_c0_c1_c0_c0_c0(vec3(coords, uz_Stage1_c1_c0_c1_c0_c0_c0));
+ float a = noiseOctaves_Stage1_c1_c0_c1_c0_c0_c0(vec3(coords, uz_Stage1_c1_c0_c1_c0_c0_c0));
+ _output = vec4(r, g, b, a);
+ _output = clamp(_output, 0.0, 1.0);
+ _output = vec4(_output.xyz * _output.www, _output.w);
+ return _output;
+}
+vec4 TextureEffect_Stage1_c1_c0_c1_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ _output = texture(uTextureSampler_6_Stage1, vTransformedCoords_3_Stage0) * _input;
+ return _output;
+}
+float _soft_light_component(float sc, float sa, float dc, float da) {
+ if (2.0 * sc <= sa) {
+ return (_guarded_divide((dc * dc) * (sa - 2.0 * sc), da) + (1.0 - da) * sc) + dc * ((-sa + 2.0 * sc) + 1.0);
+ } else if (4.0 * dc <= da) {
+ float DSqd = dc * dc;
+ float DCub = DSqd * dc;
+ float DaSqd = da * da;
+ float DaCub = DaSqd * da;
+ return _guarded_divide(((DaSqd * (sc - dc * ((3.0 * sa - 6.0 * sc) - 1.0)) + ((12.0 * da) * DSqd) * (sa - 2.0 * sc)) - (16.0 * DCub) * (sa - 2.0 * sc)) - DaCub * sc, DaSqd);
+ }
+ return ((dc * ((sa - 2.0 * sc) + 1.0) + sc) - sqrt(da * dc) * (sa - 2.0 * sc)) - da * sc;
+}
+vec4 blend_soft_light(vec4 src, vec4 dst) {
+ if (dst.w == 0.0) {
+ return src;
+ }
+ return vec4(_soft_light_component(src.x, src.w, dst.x, dst.w), _soft_light_component(src.y, src.w, dst.y, dst.w), _soft_light_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w);
+}
+vec4 ComposeTwo_Stage1_c1_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_soft_light(ImprovedPerlinNoise_Stage1_c1_c0_c1_c0_c0_c0(inputColor), TextureEffect_Stage1_c1_c0_c1_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+vec4 ComposeTwo_Stage1_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_color_dodge(CircleBlurFragmentProcessor_Stage1_c1_c0_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+float _blend_color_saturation(vec3 color) {
+ return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z);
+}
+vec3 _blend_set_color_saturation_helper(vec3 minMidMax, float sat) {
+ if (minMidMax.x < minMidMax.z) {
+ return vec3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat);
+ }
+ return vec3(0.0);
+}
+vec3 _blend_set_color_saturation(vec3 hueLumColor, vec3 satColor) {
+ float sat = _blend_color_saturation(satColor);
+ if (hueLumColor.x <= hueLumColor.y) {
+ if (hueLumColor.y <= hueLumColor.z) {
+ hueLumColor.xyz = _blend_set_color_saturation_helper(hueLumColor, sat);
+ } else if (hueLumColor.x <= hueLumColor.z) {
+ hueLumColor.xzy = _blend_set_color_saturation_helper(hueLumColor.xzy, sat);
+ } else {
+ hueLumColor.zxy = _blend_set_color_saturation_helper(hueLumColor.zxy, sat);
+ }
+ } else if (hueLumColor.x <= hueLumColor.z) {
+ hueLumColor.yxz = _blend_set_color_saturation_helper(hueLumColor.yxz, sat);
+ } else if (hueLumColor.y <= hueLumColor.z) {
+ hueLumColor.yzx = _blend_set_color_saturation_helper(hueLumColor.yzx, sat);
+ } else {
+ hueLumColor.zyx = _blend_set_color_saturation_helper(hueLumColor.zyx, sat);
+ }
+ return hueLumColor;
+}
+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_hue(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(_blend_set_color_saturation(sda, dsa), alpha, dsa) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha);
+}
+void main() {
+ vec4 outputColor_Stage0;
+ {
+ outputColor_Stage0 = uColor_Stage0;
+ }
+ vec4 output_Stage1;
+ {
+ vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
+ output_Stage1 = blend_hue(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;
+uniform mat3 uCoordTransformMatrix_1_Stage0;
+uniform mat3 uCoordTransformMatrix_2_Stage0;
+uniform mat3 uCoordTransformMatrix_3_Stage0;
+in vec2 position;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+noperspective out vec2 vTransformedCoords_1_Stage0;
+noperspective out vec2 vTransformedCoords_2_Stage0;
+noperspective out vec2 vTransformedCoords_3_Stage0;
+void main() {
+ vec2 pos2 = (uViewM_Stage0 * vec3(position, 1.0)).xy;
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(position, 1.0)).xy;
+ vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(position, 1.0)).xy;
+ vTransformedCoords_2_Stage0 = (uCoordTransformMatrix_2_Stage0 * vec3(position, 1.0)).xy;
+ vTransformedCoords_3_Stage0 = (uCoordTransformMatrix_3_Stage0 * vec3(position, 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);
+}
+