[require] GLSL >= 1.40 [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 vec2 uImageIncrement_Stage1; uniform float uSurfaceScale_Stage1; uniform vec3 uLightColor_Stage1; uniform float uKD_Stage1; uniform vec4 uTexDom_Stage1; uniform vec3 uDecalParams_Stage1; uniform vec3 uLightLocation_Stage1; uniform sampler2D uTextureSampler_0_Stage1; noperspective in vec2 vEllipseOffsets0_Stage0; noperspective in vec2 vEllipseOffsets1_Stage0; noperspective in vec4 vinColor_Stage0; 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[4], m[5], m[7], m[8], 0.66666698455810547), sobel_Stage1(0.0, 0.0, m[4], m[7], m[5], m[8], 0.66666698455810547), surfaceScale); } void main() { vec4 outputColor_Stage0; vec4 outputCoverage_Stage0; { outputColor_Stage0 = vinColor_Stage0; vec2 scaledOffset = vEllipseOffsets0_Stage0; float test = dot(scaledOffset, scaledOffset) - 1.0; vec2 duvdx = dFdx(vEllipseOffsets0_Stage0); vec2 duvdy = -dFdy(vEllipseOffsets0_Stage0); vec2 grad = vec2(vEllipseOffsets0_Stage0.x * duvdx.x + vEllipseOffsets0_Stage0.y * duvdx.y, vEllipseOffsets0_Stage0.x * duvdy.x + vEllipseOffsets0_Stage0.y * duvdy.y); float grad_dot = 4.0 * dot(grad, grad); grad_dot = max(grad_dot, 1.1754999560161448e-38); float invlen = inversesqrt(grad_dot); float edgeAlpha = clamp(0.5 - test * invlen, 0.0, 1.0); outputCoverage_Stage0 = vec4(edgeAlpha); } 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 = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw); vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y); if (err > uDecalParams_Stage1.z) { err = 1.0; } else if (uDecalParams_Stage1.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; vec2 clampedCoord; clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw); vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y); if (err > uDecalParams_Stage1.z) { err = 1.0; } else if (uDecalParams_Stage1.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; vec2 clampedCoord; clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw); vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y); if (err > uDecalParams_Stage1.z) { err = 1.0; } else if (uDecalParams_Stage1.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; vec2 clampedCoord; clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw); vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y); if (err > uDecalParams_Stage1.z) { err = 1.0; } else if (uDecalParams_Stage1.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.xy, uTexDom_Stage1.zw); vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y); if (err > uDecalParams_Stage1.z) { err = 1.0; } else if (uDecalParams_Stage1.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; vec2 clampedCoord; clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw); vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y); if (err > uDecalParams_Stage1.z) { err = 1.0; } else if (uDecalParams_Stage1.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; vec2 clampedCoord; clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw); vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y); if (err > uDecalParams_Stage1.z) { err = 1.0; } else if (uDecalParams_Stage1.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; vec2 clampedCoord; clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw); vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y); if (err > uDecalParams_Stage1.z) { err = 1.0; } else if (uDecalParams_Stage1.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; vec2 clampedCoord; clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw); vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y); if (err > uDecalParams_Stage1.z) { err = 1.0; } else if (uDecalParams_Stage1.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 - vec3(gl_FragCoord.xy, uSurfaceScale_Stage1 * m[4])); output_Stage1 = light_Stage1(normal_Stage1(m, uSurfaceScale_Stage1), surfaceToLight, uLightColor_Stage1); output_Stage1 *= outputColor_Stage0; } { sk_FragColor = outputCoverage_Stage0 * 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; in vec2 inEllipseOffsets0; in vec2 inEllipseOffsets1; noperspective out vec2 vEllipseOffsets0_Stage0; noperspective out vec2 vEllipseOffsets1_Stage0; noperspective out vec4 vinColor_Stage0; noperspective out vec2 vTransformedCoords_0_Stage0; void main() { vEllipseOffsets0_Stage0 = inEllipseOffsets0; vEllipseOffsets1_Stage0 = inEllipseOffsets1; vinColor_Stage0 = inColor; 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); }