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-rw-r--r--shaders/skia/868.shader_test396
1 files changed, 396 insertions, 0 deletions
diff --git a/shaders/skia/868.shader_test b/shaders/skia/868.shader_test
new file mode 100644
index 0000000..db3c2b8
--- /dev/null
+++ b/shaders/skia/868.shader_test
@@ -0,0 +1,396 @@
+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+uniform vec4 uinnerRect_Stage1_c0_c0_c0_c0_c0_c0;
+uniform vec4 uinvRadiiLTRB_Stage1_c0_c0_c0_c0_c0_c0;
+uniform vec2 uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0;
+uniform float uSurfaceScale_Stage1_c0_c0_c0_c0_c1_c0;
+uniform vec3 uLightColor_Stage1_c0_c0_c0_c0_c1_c0;
+uniform float uKD_Stage1_c0_c0_c0_c0_c1_c0;
+uniform vec4 uTexDom_Stage1_c0_c0_c0_c0_c1_c0;
+uniform vec3 uDecalParams_Stage1_c0_c0_c0_c0_c1_c0;
+uniform vec3 uLightLocation_Stage1_c0_c0_c0_c0_c1_c0;
+uniform vec2 uScale_Stage1_c0_c0_c1_c0;
+uniform vec4 uTexDom_Stage1_c0_c0_c1_c0;
+uniform vec3 uDecalParams_Stage1_c0_c0_c1_c0;
+uniform vec2 ubaseFrequency_Stage1_c1_c0;
+uniform float uz_Stage1_c1_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;
+noperspective in vec4 vcolor_Stage0;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+noperspective in vec2 vTransformedCoords_1_Stage0;
+noperspective in vec2 vTransformedCoords_2_Stage0;
+noperspective in vec3 vTransformedCoords_3_Stage0;
+noperspective in float vinCoverage_Stage0;
+vec4 EllipticalRRect_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec2 dxy0 = uinnerRect_Stage1_c0_c0_c0_c0_c0_c0.xy - gl_FragCoord.xy;
+ vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage1_c0_c0_c0_c0_c0_c0.zw;
+ vec2 dxy = max(max(dxy0, dxy1), 0.0);
+ vec2 Z = max(max(dxy0 * uinvRadiiLTRB_Stage1_c0_c0_c0_c0_c0_c0.xy, dxy1 * uinvRadiiLTRB_Stage1_c0_c0_c0_c0_c0_c0.zw), 0.0);
+ float implicit = dot(Z, dxy) - 1.0;
+ float grad_dot = 4.0 * dot(Z, Z);
+ grad_dot = max(grad_dot, 9.9999997473787516e-05);
+ float approx_dist = implicit * inversesqrt(grad_dot);
+ float alpha = clamp(0.5 + approx_dist, 0.0, 1.0);
+ _output = _input * alpha;
+ return _output;
+}
+vec4 light_Stage1_c0_c0_c0_c0_c1_c0(vec3 normal, vec3 surfaceToLight, vec3 lightColor) {
+ float colorScale = uKD_Stage1_c0_c0_c0_c0_c1_c0 * dot(normal, surfaceToLight);
+ return vec4(lightColor * clamp(colorScale, 0.0, 1.0), 1.0);
+}
+float sobel_Stage1_c0_c0_c0_c0_c1_c0(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_c0_c0_c0_c0_c1_c0(float x, float y, float scale) {
+ return normalize(vec3(-x * scale, -y * scale, 1.0));
+}
+vec3 normal_Stage1_c0_c0_c0_c0_c1_c0(float m[9], float surfaceScale) {
+ return pointToNormal_Stage1_c0_c0_c0_c0_c1_c0(sobel_Stage1_c0_c0_c0_c0_c1_c0(0.0, 0.0, m[3], m[5], m[6], m[8], 0.33333298563957214), sobel_Stage1_c0_c0_c0_c0_c1_c0(0.0, 0.0, m[4], m[7], m[5], m[8], 0.5), surfaceScale);
+}
+vec4 DiffuseLighting_Stage1_c0_c0_c0_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec2 coord = vTransformedCoords_0_Stage0;
+ float m[9];
+ vec4 temp0;
+ {
+ vec2 origCoord = coord + vec2(-1.0, 1.0) * uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.y);
+ if (err > uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z < 1.0) {
+ err = 0.0;
+ }
+ temp0 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
+ }
+ m[0] = temp0.w;
+ vec4 temp1;
+ {
+ vec2 origCoord = coord + vec2(0.0, 1.0) * uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.y);
+ if (err > uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z < 1.0) {
+ err = 0.0;
+ }
+ temp1 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
+ }
+ m[1] = temp1.w;
+ vec4 temp2;
+ {
+ vec2 origCoord = coord + uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.y);
+ if (err > uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z < 1.0) {
+ err = 0.0;
+ }
+ temp2 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
+ }
+ m[2] = temp2.w;
+ vec4 temp3;
+ {
+ vec2 origCoord = coord + vec2(-1.0, 0.0) * uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.y);
+ if (err > uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z < 1.0) {
+ err = 0.0;
+ }
+ temp3 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
+ }
+ m[3] = temp3.w;
+ vec4 temp4;
+ {
+ vec2 origCoord = coord;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.y);
+ if (err > uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z < 1.0) {
+ err = 0.0;
+ }
+ temp4 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
+ }
+ m[4] = temp4.w;
+ vec4 temp5;
+ {
+ vec2 origCoord = coord + vec2(1.0, 0.0) * uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.y);
+ if (err > uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z < 1.0) {
+ err = 0.0;
+ }
+ temp5 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
+ }
+ m[5] = temp5.w;
+ vec4 temp6;
+ {
+ vec2 origCoord = coord + vec2(-1.0, -1.0) * uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.y);
+ if (err > uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z < 1.0) {
+ err = 0.0;
+ }
+ temp6 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
+ }
+ m[6] = temp6.w;
+ vec4 temp7;
+ {
+ vec2 origCoord = coord + vec2(0.0, -1.0) * uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.y);
+ if (err > uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z < 1.0) {
+ err = 0.0;
+ }
+ temp7 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
+ }
+ m[7] = temp7.w;
+ vec4 temp8;
+ {
+ vec2 origCoord = coord + vec2(1.0, -1.0) * uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.y);
+ if (err > uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z < 1.0) {
+ err = 0.0;
+ }
+ temp8 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
+ }
+ m[8] = temp8.w;
+ vec3 surfaceToLight = normalize(uLightLocation_Stage1_c0_c0_c0_c0_c1_c0 - vec3(gl_FragCoord.xy, uSurfaceScale_Stage1_c0_c0_c0_c0_c1_c0 * m[4]));
+ _output = light_Stage1_c0_c0_c0_c0_c1_c0(normal_Stage1_c0_c0_c0_c0_c1_c0(m, uSurfaceScale_Stage1_c0_c0_c0_c0_c1_c0), surfaceToLight, uLightColor_Stage1_c0_c0_c0_c0_c1_c0);
+ _output *= _input;
+ return _output;
+}
+vec4 blend_modulate(vec4 src, vec4 dst) {
+ return src * dst;
+}
+vec4 ComposeTwo_Stage1_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_modulate(EllipticalRRect_Stage1_c0_c0_c0_c0_c0_c0(inputColor), DiffuseLighting_Stage1_c0_c0_c0_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+vec4 DisplacementMap_Stage1_c0_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec4 dColor = texture(uTextureSampler_1_Stage1, vTransformedCoords_1_Stage0);
+ dColor.xyz = dColor.w < 9.9999999747524271e-07 ? vec3(0.0) : clamp(dColor.xyz / dColor.w, 0.0, 1.0);
+ vec2 cCoords = vTransformedCoords_2_Stage0 + uScale_Stage1_c0_c0_c1_c0 * (dColor.yy - vec2(0.5));
+ {
+ vec2 origCoord = cCoords;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c1_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_2_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c1_c0.y);
+ if (err > uDecalParams_Stage1_c0_c0_c1_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1_c0_c0_c1_c0.z < 1.0) {
+ err = 0.0;
+ }
+ _output = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
+ }
+ 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);
+}
+vec4 ComposeTwo_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_hue(ComposeTwo_Stage1_c0_c0_c0_c0(inputColor), DisplacementMap_Stage1_c0_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+vec3 fade_Stage1_c1_c0(vec3 t) {
+ return ((t * t) * t) * (t * (t * 6.0 - 15.0) + 10.0);
+}
+float perm_Stage1_c1_c0(float x) {
+ return texture(uTextureSampler_3_Stage1, vec2(fract(x / 256.0), 0.0)).x * 255.0;
+}
+float grad_Stage1_c1_c0(float x, vec3 p) {
+ return dot(texture(uTextureSampler_4_Stage1, vec2(fract(x / 16.0), 0.0)).xyz * 255.0 - vec3(1.0), p);
+}
+float lerp_Stage1_c1_c0(float a, float b, float w) {
+ return a + w * (b - a);
+}
+float noise_Stage1_c1_c0(vec3 p) {
+ vec3 P = mod(floor(p), 256.0);
+ p -= floor(p);
+ vec3 f = fade_Stage1_c1_c0(p);
+ float A = perm_Stage1_c1_c0(P.x) + P.y;
+ float AA = perm_Stage1_c1_c0(A) + P.z;
+ float AB = perm_Stage1_c1_c0(A + 1.0) + P.z;
+ float B = perm_Stage1_c1_c0(P.x + 1.0) + P.y;
+ float BA = perm_Stage1_c1_c0(B) + P.z;
+ float BB = perm_Stage1_c1_c0(B + 1.0) + P.z;
+ float result = lerp_Stage1_c1_c0(lerp_Stage1_c1_c0(lerp_Stage1_c1_c0(grad_Stage1_c1_c0(perm_Stage1_c1_c0(AA), p), grad_Stage1_c1_c0(perm_Stage1_c1_c0(BA), p + vec3(-1.0, 0.0, 0.0)), f.x), lerp_Stage1_c1_c0(grad_Stage1_c1_c0(perm_Stage1_c1_c0(AB), p + vec3(0.0, -1.0, 0.0)), grad_Stage1_c1_c0(perm_Stage1_c1_c0(BB), p + vec3(-1.0, -1.0, 0.0)), f.x), f.y), lerp_Stage1_c1_c0(lerp_Stage1_c1_c0(grad_Stage1_c1_c0(perm_Stage1_c1_c0(AA + 1.0), p + vec3(0.0, 0.0, -1.0)), grad_Stage1_c1_c0(perm_Stage1_c1_c0(BA + 1.0), p + vec3(-1.0, 0.0, -1.0)), f.x), lerp_Stage1_c1_c0(grad_Stage1_c1_c0(perm_Stage1_c1_c0(AB + 1.0), p + vec3(0.0, -1.0, -1.0)), grad_Stage1_c1_c0(perm_Stage1_c1_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(vec3 p) {
+ float result = 0.0;
+ float ratio = 1.0;
+ for (float i = 0.0;i < 4.0; i++) {
+ result += noise_Stage1_c1_c0(p) / ratio;
+ p *= 2.0;
+ ratio *= 2.0;
+ }
+ return (result + 1.0) / 2.0;
+}
+vec4 ImprovedPerlinNoise_Stage1_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec2 vTransformedCoords_3_Stage0_ensure2D = vTransformedCoords_3_Stage0.xy / vTransformedCoords_3_Stage0.z;
+ vec2 coords = vTransformedCoords_3_Stage0_ensure2D * ubaseFrequency_Stage1_c1_c0;
+ float r = noiseOctaves_Stage1_c1_c0(vec3(coords, uz_Stage1_c1_c0));
+ float g = noiseOctaves_Stage1_c1_c0(vec3(coords, uz_Stage1_c1_c0));
+ float b = noiseOctaves_Stage1_c1_c0(vec3(coords, uz_Stage1_c1_c0));
+ float a = noiseOctaves_Stage1_c1_c0(vec3(coords, uz_Stage1_c1_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 blend_src_over(vec4 src, vec4 dst) {
+ return src + (1.0 - src.w) * dst;
+}
+vec4 blend_lighten(vec4 src, vec4 dst) {
+ vec4 result = blend_src_over(src, dst);
+ result.xyz = max(result.xyz, (1.0 - dst.w) * src.xyz + dst.xyz);
+ return result;
+}
+void main() {
+ vec4 outputColor_Stage0;
+ vec4 outputCoverage_Stage0;
+ {
+ outputColor_Stage0 = vcolor_Stage0;
+ float alpha = 1.0;
+ alpha = vinCoverage_Stage0;
+ outputCoverage_Stage0 = vec4(alpha);
+ }
+ vec4 output_Stage1;
+ {
+ vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
+ output_Stage1 = blend_lighten(ComposeTwo_Stage1_c0_c0(inputColor), ImprovedPerlinNoise_Stage1_c1_c0(inputColor));
+ output_Stage1 *= outputColor_Stage0.w;
+ }
+ {
+ sk_FragColor = output_Stage1 * outputCoverage_Stage0;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+uniform mat3 uCoordTransformMatrix_1_Stage0;
+uniform mat3 uCoordTransformMatrix_2_Stage0;
+uniform mat3 uCoordTransformMatrix_3_Stage0;
+in vec2 inPosition;
+in vec4 inColor;
+in float inCoverage;
+noperspective out vec4 vcolor_Stage0;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+noperspective out vec2 vTransformedCoords_1_Stage0;
+noperspective out vec2 vTransformedCoords_2_Stage0;
+noperspective out vec3 vTransformedCoords_3_Stage0;
+noperspective out float vinCoverage_Stage0;
+void main() {
+ vec4 color = inColor;
+ vcolor_Stage0 = color;
+ vec2 pos2 = inPosition;
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy;
+ vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(inPosition, 1.0)).xy;
+ vTransformedCoords_2_Stage0 = (uCoordTransformMatrix_2_Stage0 * vec3(inPosition, 1.0)).xy;
+ vTransformedCoords_3_Stage0 = uCoordTransformMatrix_3_Stage0 * vec3(inPosition, 1.0);
+ vinCoverage_Stage0 = inCoverage;
+ 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);
+}
+