[require] GLSL >= 1.40 [fragment shader] #version 140 out vec4 sk_FragColor; uniform vec2 uImageIncrement_Stage1_c0_c0; uniform vec4 uKernel_Stage1_c0_c0[6]; uniform vec2 uKernelOffset_Stage1_c0_c0; uniform float uGain_Stage1_c0_c0; uniform float uBias_Stage1_c0_c0; uniform vec4 ucolor_Stage1_c1_c0_c0_c0_c0_c0; uniform float uPixelSize_Stage1_c1_c0_c1_c0_c1_c0; uniform vec2 uRange_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; noperspective in vec3 vTransformedCoords_1_Stage0; noperspective in vec2 vTransformedCoords_2_Stage0; vec4 MatrixConvolution_Stage1_c0_c0(vec4 _input) { vec4 _output; vec4 sum = vec4(0.0, 0.0, 0.0, 0.0); vec2 coord = vTransformedCoords_0_Stage0 - uKernelOffset_Stage1_c0_c0 * uImageIncrement_Stage1_c0_c0; vec4 c; { float k = uKernel_Stage1_c0_c0[0].x; { vec2 origCoord = coord; vec2 clampedCoord; clampedCoord = origCoord; vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); c = textureColor; } sum += c * k; } { float k = uKernel_Stage1_c0_c0[0].y; { vec2 origCoord = coord + vec2(1.0, 0.0) * uImageIncrement_Stage1_c0_c0; vec2 clampedCoord; clampedCoord = origCoord; vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); c = textureColor; } sum += c * k; } { float k = uKernel_Stage1_c0_c0[0].z; { vec2 origCoord = coord + vec2(2.0, 0.0) * uImageIncrement_Stage1_c0_c0; vec2 clampedCoord; clampedCoord = origCoord; vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); c = textureColor; } sum += c * k; } { float k = uKernel_Stage1_c0_c0[0].w; { vec2 origCoord = coord + vec2(3.0, 0.0) * uImageIncrement_Stage1_c0_c0; vec2 clampedCoord; clampedCoord = origCoord; vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); c = textureColor; } sum += c * k; } { float k = uKernel_Stage1_c0_c0[1].x; { vec2 origCoord = coord + vec2(4.0, 0.0) * uImageIncrement_Stage1_c0_c0; vec2 clampedCoord; clampedCoord = origCoord; vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); c = textureColor; } sum += c * k; } { float k = uKernel_Stage1_c0_c0[1].y; { vec2 origCoord = coord + vec2(5.0, 0.0) * uImageIncrement_Stage1_c0_c0; vec2 clampedCoord; clampedCoord = origCoord; vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); c = textureColor; } sum += c * k; } { float k = uKernel_Stage1_c0_c0[1].z; { vec2 origCoord = coord + vec2(6.0, 0.0) * uImageIncrement_Stage1_c0_c0; vec2 clampedCoord; clampedCoord = origCoord; vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); c = textureColor; } sum += c * k; } { float k = uKernel_Stage1_c0_c0[1].w; { vec2 origCoord = coord + vec2(7.0, 0.0) * uImageIncrement_Stage1_c0_c0; vec2 clampedCoord; clampedCoord = origCoord; vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); c = textureColor; } sum += c * k; } { float k = uKernel_Stage1_c0_c0[2].x; { vec2 origCoord = coord + vec2(8.0, 0.0) * uImageIncrement_Stage1_c0_c0; vec2 clampedCoord; clampedCoord = origCoord; vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); c = textureColor; } sum += c * k; } { float k = uKernel_Stage1_c0_c0[2].y; { vec2 origCoord = coord + vec2(9.0, 0.0) * uImageIncrement_Stage1_c0_c0; vec2 clampedCoord; clampedCoord = origCoord; vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); c = textureColor; } sum += c * k; } { float k = uKernel_Stage1_c0_c0[2].z; { vec2 origCoord = coord + vec2(10.0, 0.0) * uImageIncrement_Stage1_c0_c0; vec2 clampedCoord; clampedCoord = origCoord; vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); c = textureColor; } sum += c * k; } { float k = uKernel_Stage1_c0_c0[2].w; { vec2 origCoord = coord + vec2(11.0, 0.0) * uImageIncrement_Stage1_c0_c0; vec2 clampedCoord; clampedCoord = origCoord; vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); c = textureColor; } sum += c * k; } { float k = uKernel_Stage1_c0_c0[3].x; { vec2 origCoord = coord + vec2(12.0, 0.0) * uImageIncrement_Stage1_c0_c0; vec2 clampedCoord; clampedCoord = origCoord; vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); c = textureColor; } sum += c * k; } { float k = uKernel_Stage1_c0_c0[3].y; { vec2 origCoord = coord + vec2(13.0, 0.0) * uImageIncrement_Stage1_c0_c0; vec2 clampedCoord; clampedCoord = origCoord; vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); c = textureColor; } sum += c * k; } { float k = uKernel_Stage1_c0_c0[3].z; { vec2 origCoord = coord + vec2(14.0, 0.0) * uImageIncrement_Stage1_c0_c0; vec2 clampedCoord; clampedCoord = origCoord; vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); c = textureColor; } sum += c * k; } { float k = uKernel_Stage1_c0_c0[3].w; { vec2 origCoord = coord + vec2(15.0, 0.0) * uImageIncrement_Stage1_c0_c0; vec2 clampedCoord; clampedCoord = origCoord; vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); c = textureColor; } sum += c * k; } { float k = uKernel_Stage1_c0_c0[4].x; { vec2 origCoord = coord + vec2(16.0, 0.0) * uImageIncrement_Stage1_c0_c0; vec2 clampedCoord; clampedCoord = origCoord; vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); c = textureColor; } sum += c * k; } { float k = uKernel_Stage1_c0_c0[4].y; { vec2 origCoord = coord + vec2(17.0, 0.0) * uImageIncrement_Stage1_c0_c0; vec2 clampedCoord; clampedCoord = origCoord; vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); c = textureColor; } sum += c * k; } { float k = uKernel_Stage1_c0_c0[4].z; { vec2 origCoord = coord + vec2(18.0, 0.0) * uImageIncrement_Stage1_c0_c0; vec2 clampedCoord; clampedCoord = origCoord; vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); c = textureColor; } sum += c * k; } { float k = uKernel_Stage1_c0_c0[4].w; { vec2 origCoord = coord + vec2(19.0, 0.0) * uImageIncrement_Stage1_c0_c0; vec2 clampedCoord; clampedCoord = origCoord; vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); c = textureColor; } sum += c * k; } { float k = uKernel_Stage1_c0_c0[5].x; { vec2 origCoord = coord + vec2(20.0, 0.0) * uImageIncrement_Stage1_c0_c0; vec2 clampedCoord; clampedCoord = origCoord; vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); c = textureColor; } sum += c * k; } _output = sum * uGain_Stage1_c0_c0 + uBias_Stage1_c0_c0; _output.w = clamp(_output.w, 0.0, 1.0); _output.xyz = clamp(_output.xyz, 0.0, _output.w); _output *= _input; return _output; } vec4 ConstColorProcessor_Stage1_c1_c0_c0_c0_c0_c0(vec4 _input) { vec4 _output; { _output = _input * ucolor_Stage1_c1_c0_c0_c0_c0_c0; } return _output; } vec4 TextureEffect_Stage1_c1_c0_c0_c0_c1_c0(vec4 _input) { vec4 _output; _output = textureProj(uTextureSampler_1_Stage1, vTransformedCoords_1_Stage0) * _input; return _output; } float _guarded_divide(float n, float d) { return n / d; } float _color_burn_component(float sc, float sa, float dc, float da) { if (da == dc) { return (sa * da + sc * (1.0 - da)) + dc * (1.0 - sa); } else if (sc == 0.0) { return dc * (1.0 - sa); } float d = max(0.0, da - _guarded_divide((da - dc) * sa, sc)); return (d * sa + sc * (1.0 - da)) + dc * (1.0 - sa); } vec4 blend_color_burn(vec4 src, vec4 dst) { return vec4(_color_burn_component(src.x, src.w, dst.x, dst.w), _color_burn_component(src.y, src.w, dst.y, dst.w), _color_burn_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w); } vec4 ComposeTwo_Stage1_c1_c0_c0_c0(vec4 _input) { vec4 _output; vec4 inputColor = vec4(_input.xyz, 1.0); _output = blend_color_burn(ConstColorProcessor_Stage1_c1_c0_c0_c0_c0_c0(inputColor), TextureEffect_Stage1_c1_c0_c0_c0_c1_c0(inputColor)); _output *= _input.w; return _output; } vec4 ConfigConversionEffect_Stage1_c1_c0_c1_c0_c0_c0(vec4 _input) { vec4 _output; _output = floor(_input * 255.0 + 0.5) / 255.0; { _output.xyz = _output.w <= 0.0 ? vec3(0.0) : floor((_output.xyz / _output.w) * 255.0 + 0.5) / 255.0; } return _output; } vec4 Morphology_Stage1_c1_c0_c1_c0_c1_c0(vec4 _input) { vec4 _output; _output = vec4(1.0, 1.0, 1.0, 1.0); vec2 coord = vTransformedCoords_2_Stage0; coord.y -= 9.0 * uPixelSize_Stage1_c1_c0_c1_c0_c1_c0; for (int i = 0;i < 19; i++) { _output = min(_output, texture(uTextureSampler_2_Stage1, coord)); coord.y += uPixelSize_Stage1_c1_c0_c1_c0_c1_c0; } _output *= _input; return _output; } vec4 blend_src_in(vec4 src, vec4 dst) { return src * dst.w; } vec4 ComposeTwo_Stage1_c1_c0_c1_c0(vec4 _input) { vec4 _output; vec4 inputColor = vec4(_input.xyz, 1.0); _output = blend_src_in(ConfigConversionEffect_Stage1_c1_c0_c1_c0_c0_c0(inputColor), Morphology_Stage1_c1_c0_c1_c0_c1_c0(inputColor)); _output *= _input.w; return _output; } vec4 blend_src_atop(vec4 src, vec4 dst) { return dst.w * src + (1.0 - src.w) * dst; } vec4 ComposeTwo_Stage1_c1_c0(vec4 _input) { vec4 _output; vec4 inputColor = vec4(_input.xyz, 1.0); _output = blend_src_atop(ComposeTwo_Stage1_c1_c0_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0_c1_c0(inputColor)); _output *= _input.w; return _output; } float _blend_overlay_component(float sc, float sa, float dc, float da) { if (2.0 * dc <= da) { return (2.0 * sc) * dc; } return sa * da - (2.0 * (da - dc)) * (sa - sc); } vec4 blend_overlay(vec4 src, vec4 dst) { vec4 result = vec4(_blend_overlay_component(src.x, src.w, dst.x, dst.w), _blend_overlay_component(src.y, src.w, dst.y, dst.w), _blend_overlay_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w); result.xyz += dst.xyz * (1.0 - src.w) + src.xyz * (1.0 - dst.w); return result; } vec4 blend_hard_light(vec4 src, vec4 dst) { return blend_overlay(dst, src); } void main() { vec4 outputColor_Stage0; { outputColor_Stage0 = vcolor_Stage0; } vec4 output_Stage1; { vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0); output_Stage1 = blend_hard_light(MatrixConvolution_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; in vec2 inPosition; in vec4 inColor; in vec2 inLocalCoord; noperspective out vec4 vcolor_Stage0; noperspective out vec2 vTransformedCoords_0_Stage0; noperspective out vec3 vTransformedCoords_1_Stage0; noperspective out vec2 vTransformedCoords_2_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(inLocalCoord, 1.0)).xy; vTransformedCoords_1_Stage0 = uCoordTransformMatrix_1_Stage0 * vec3(inLocalCoord, 1.0); vTransformedCoords_2_Stage0 = (uCoordTransformMatrix_2_Stage0 * vec3(inLocalCoord, 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); }