[require] GLSL >= 1.40 [fragment shader] #version 140 #extension GL_KHR_blend_equation_advanced : require out vec4 sk_FragColor; layout (blend_support_all_equations) out ; uniform vec4 uleftBorderColor_Stage2_c0_c0; uniform vec4 urightBorderColor_Stage2_c0_c0; uniform float ubias_Stage2_c0_c0_c0_c0; uniform float uscale_Stage2_c0_c0_c0_c0; uniform vec4 uscale01_Stage2_c0_c0_c1_c0; uniform vec4 ubias01_Stage2_c0_c0_c1_c0; uniform vec4 uscale23_Stage2_c0_c0_c1_c0; uniform vec4 ubias23_Stage2_c0_c0_c1_c0; uniform float uthreshold_Stage2_c0_c0_c1_c0; uniform vec4 uleftBorderColor_Stage3_c1_c0; uniform vec4 urightBorderColor_Stage3_c1_c0; uniform vec4 uscale0_1_Stage3_c1_c0_c1_c0; uniform vec4 uscale2_3_Stage3_c1_c0_c1_c0; uniform vec4 uscale4_5_Stage3_c1_c0_c1_c0; uniform vec4 ubias0_1_Stage3_c1_c0_c1_c0; uniform vec4 ubias2_3_Stage3_c1_c0_c1_c0; uniform vec4 ubias4_5_Stage3_c1_c0_c1_c0; uniform vec4 uthresholds1_7_Stage3_c1_c0_c1_c0; uniform vec4 uthresholds9_13_Stage3_c1_c0_c1_c0; uniform vec2 uImageIncrement_Stage4; uniform vec2 uBounds_Stage4; uniform vec4 uKernel_Stage4[5]; uniform vec2 ubaseFrequency_Stage5; uniform float uz_Stage5; uniform vec4 uleftBorderColor_Stage6_c2_c0; uniform vec4 urightBorderColor_Stage6_c2_c0; uniform float ubias_Stage6_c2_c0_c0_c0; uniform float uscale_Stage6_c2_c0_c0_c0; uniform vec4 uscale0_1_Stage6_c2_c0_c1_c0; uniform vec4 uscale2_3_Stage6_c2_c0_c1_c0; uniform vec4 uscale4_5_Stage6_c2_c0_c1_c0; uniform vec4 uscale6_7_Stage6_c2_c0_c1_c0; uniform vec4 ubias0_1_Stage6_c2_c0_c1_c0; uniform vec4 ubias2_3_Stage6_c2_c0_c1_c0; uniform vec4 ubias4_5_Stage6_c2_c0_c1_c0; uniform vec4 ubias6_7_Stage6_c2_c0_c1_c0; uniform vec4 uthresholds1_7_Stage6_c2_c0_c1_c0; uniform vec4 uthresholds9_13_Stage6_c2_c0_c1_c0; uniform sampler2D uTextureSampler_0_Stage4; uniform sampler2D uTextureSampler_0_Stage5; uniform sampler2D uTextureSampler_1_Stage5; noperspective in vec2 vTransformedCoords_0_Stage0; noperspective in vec2 vTransformedCoords_1_Stage0; noperspective in vec2 vTransformedCoords_2_Stage0; noperspective in vec2 vTransformedCoords_3_Stage0; noperspective in vec2 vTransformedCoords_4_Stage0; flat in vec4 vcolor_Stage0; vec4 SweepGradientLayout_Stage2_c0_c0_c0_c0(vec4 _input) { vec4 _output; float angle; { angle = atan(-vTransformedCoords_0_Stage0.y, -vTransformedCoords_0_Stage0.x); } float t = ((angle * 0.15915493667125702 + 0.5) + ubias_Stage2_c0_c0_c0_c0) * uscale_Stage2_c0_c0_c0_c0; _output = vec4(t, 1.0, 0.0, 0.0); return _output; } vec4 DualIntervalGradientColorizer_Stage2_c0_c0_c1_c0(vec4 _input) { vec4 _output; float t = _input.x; vec4 scale, bias; if (t < uthreshold_Stage2_c0_c0_c1_c0) { scale = uscale01_Stage2_c0_c0_c1_c0; bias = ubias01_Stage2_c0_c0_c1_c0; } else { scale = uscale23_Stage2_c0_c0_c1_c0; bias = ubias23_Stage2_c0_c0_c1_c0; } _output = t * scale + bias; return _output; } vec4 ClampedGradientEffect_Stage2_c0_c0(vec4 _input) { vec4 _output; vec4 t = SweepGradientLayout_Stage2_c0_c0_c0_c0(vec4(1.0)); if (t.x < 0.0) { _output = uleftBorderColor_Stage2_c0_c0; } else if (t.x > 1.0) { _output = urightBorderColor_Stage2_c0_c0; } else { _output = DualIntervalGradientColorizer_Stage2_c0_c0_c1_c0(t); } { _output.xyz *= _output.w; } return _output; } vec4 LinearGradientLayout_Stage3_c1_c0_c0_c0(vec4 _input) { vec4 _output; float t = vTransformedCoords_1_Stage0.x + 9.9999997473787516e-06; _output = vec4(t, 1.0, 0.0, 0.0); return _output; } vec4 UnrolledBinaryGradientColorizer_Stage3_c1_c0_c1_c0(vec4 _input) { vec4 _output; float t = _input.x; vec4 scale, bias; { if (t < uthresholds1_7_Stage3_c1_c0_c1_c0.y) { if (t < uthresholds1_7_Stage3_c1_c0_c1_c0.x) { scale = uscale0_1_Stage3_c1_c0_c1_c0; bias = ubias0_1_Stage3_c1_c0_c1_c0; } else { scale = uscale2_3_Stage3_c1_c0_c1_c0; bias = ubias2_3_Stage3_c1_c0_c1_c0; } } else { { scale = uscale4_5_Stage3_c1_c0_c1_c0; bias = ubias4_5_Stage3_c1_c0_c1_c0; } } } _output = t * scale + bias; return _output; } vec4 ClampedGradientEffect_Stage3_c1_c0(vec4 _input) { vec4 _output; vec4 t = LinearGradientLayout_Stage3_c1_c0_c0_c0(vec4(1.0)); if (t.x < 0.0) { _output = uleftBorderColor_Stage3_c1_c0; } else if (t.x > 1.0) { _output = urightBorderColor_Stage3_c1_c0; } else { _output = UnrolledBinaryGradientColorizer_Stage3_c1_c0_c1_c0(t); } { _output.xyz *= _output.w; } return _output; } vec3 fade_Stage5(vec3 t) { return ((t * t) * t) * (t * (t * 6.0 - 15.0) + 10.0); } float perm_Stage5(float x) { return texture(uTextureSampler_0_Stage5, vec2(fract(x / 256.0), 0.0)).x * 255.0; } float grad_Stage5(float x, vec3 p) { return dot(texture(uTextureSampler_1_Stage5, vec2(fract(x / 16.0), 0.0)).xyz * 255.0 - vec3(1.0), p); } float lerp_Stage5(float a, float b, float w) { return a + w * (b - a); } float noise_Stage5(vec3 p) { vec3 P = mod(floor(p), 256.0); p -= floor(p); vec3 f = fade_Stage5(p); float A = perm_Stage5(P.x) + P.y; float AA = perm_Stage5(A) + P.z; float AB = perm_Stage5(A + 1.0) + P.z; float B = perm_Stage5(P.x + 1.0) + P.y; float BA = perm_Stage5(B) + P.z; float BB = perm_Stage5(B + 1.0) + P.z; float result = lerp_Stage5(lerp_Stage5(lerp_Stage5(grad_Stage5(perm_Stage5(AA), p), grad_Stage5(perm_Stage5(BA), p + vec3(-1.0, 0.0, 0.0)), f.x), lerp_Stage5(grad_Stage5(perm_Stage5(AB), p + vec3(0.0, -1.0, 0.0)), grad_Stage5(perm_Stage5(BB), p + vec3(-1.0, -1.0, 0.0)), f.x), f.y), lerp_Stage5(lerp_Stage5(grad_Stage5(perm_Stage5(AA + 1.0), p + vec3(0.0, 0.0, -1.0)), grad_Stage5(perm_Stage5(BA + 1.0), p + vec3(-1.0, 0.0, -1.0)), f.x), lerp_Stage5(grad_Stage5(perm_Stage5(AB + 1.0), p + vec3(0.0, -1.0, -1.0)), grad_Stage5(perm_Stage5(BB + 1.0), p + vec3(-1.0, -1.0, -1.0)), f.x), f.y), f.z); return result; } float noiseOctaves_Stage5(vec3 p) { float result = 0.0; float ratio = 1.0; for (float i = 0.0;i < 2.0; i++) { result += noise_Stage5(p) / ratio; p *= 2.0; ratio *= 2.0; } return (result + 1.0) / 2.0; } vec4 SweepGradientLayout_Stage6_c2_c0_c0_c0(vec4 _input) { vec4 _output; float angle; { angle = atan(-vTransformedCoords_4_Stage0.y, -vTransformedCoords_4_Stage0.x); } float t = ((angle * 0.15915493667125702 + 0.5) + ubias_Stage6_c2_c0_c0_c0) * uscale_Stage6_c2_c0_c0_c0; _output = vec4(t, 1.0, 0.0, 0.0); return _output; } vec4 UnrolledBinaryGradientColorizer_Stage6_c2_c0_c1_c0(vec4 _input) { vec4 _output; float t = _input.x; vec4 scale, bias; { if (t < uthresholds1_7_Stage6_c2_c0_c1_c0.y) { if (t < uthresholds1_7_Stage6_c2_c0_c1_c0.x) { scale = uscale0_1_Stage6_c2_c0_c1_c0; bias = ubias0_1_Stage6_c2_c0_c1_c0; } else { scale = uscale2_3_Stage6_c2_c0_c1_c0; bias = ubias2_3_Stage6_c2_c0_c1_c0; } } else { if (t < uthresholds1_7_Stage6_c2_c0_c1_c0.z) { scale = uscale4_5_Stage6_c2_c0_c1_c0; bias = ubias4_5_Stage6_c2_c0_c1_c0; } else { scale = uscale6_7_Stage6_c2_c0_c1_c0; bias = ubias6_7_Stage6_c2_c0_c1_c0; } } } _output = t * scale + bias; return _output; } vec4 ClampedGradientEffect_Stage6_c2_c0(vec4 _input) { vec4 _output; vec4 t = SweepGradientLayout_Stage6_c2_c0_c0_c0(vec4(1.0)); if (t.x < 0.0) { _output = uleftBorderColor_Stage6_c2_c0; } else if (t.x > 1.0) { _output = urightBorderColor_Stage6_c2_c0; } else { _output = UnrolledBinaryGradientColorizer_Stage6_c2_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 outputColor_Stage0; { outputColor_Stage0 = vcolor_Stage0; } vec4 output_Stage2; { output_Stage2 = blend_dst_in(vec4(1.0), ClampedGradientEffect_Stage2_c0_c0(vec4(1.0))); } vec4 output_Stage3; { output_Stage3 = blend_dst_in(output_Stage2, ClampedGradientEffect_Stage3_c1_c0(vec4(1.0))); } vec4 output_Stage4; { output_Stage4 = vec4(0.0, 0.0, 0.0, 0.0); vec2 coord = vTransformedCoords_2_Stage0 - 9.0 * uImageIncrement_Stage4; vec2 coordSampled = vec2(0.0, 0.0); coordSampled = coord; coordSampled.x = mod(coord.x - uBounds_Stage4.x, uBounds_Stage4.y - uBounds_Stage4.x) + uBounds_Stage4.x; output_Stage4 += texture(uTextureSampler_0_Stage4, coordSampled) * uKernel_Stage4[0].x; coord += uImageIncrement_Stage4; coordSampled = coord; coordSampled.x = mod(coord.x - uBounds_Stage4.x, uBounds_Stage4.y - uBounds_Stage4.x) + uBounds_Stage4.x; output_Stage4 += texture(uTextureSampler_0_Stage4, coordSampled) * uKernel_Stage4[0].y; coord += uImageIncrement_Stage4; coordSampled = coord; coordSampled.x = mod(coord.x - uBounds_Stage4.x, uBounds_Stage4.y - uBounds_Stage4.x) + uBounds_Stage4.x; output_Stage4 += texture(uTextureSampler_0_Stage4, coordSampled) * uKernel_Stage4[0].z; coord += uImageIncrement_Stage4; coordSampled = coord; coordSampled.x = mod(coord.x - uBounds_Stage4.x, uBounds_Stage4.y - uBounds_Stage4.x) + uBounds_Stage4.x; output_Stage4 += texture(uTextureSampler_0_Stage4, coordSampled) * uKernel_Stage4[0].w; coord += uImageIncrement_Stage4; coordSampled = coord; coordSampled.x = mod(coord.x - uBounds_Stage4.x, uBounds_Stage4.y - uBounds_Stage4.x) + uBounds_Stage4.x; output_Stage4 += texture(uTextureSampler_0_Stage4, coordSampled) * uKernel_Stage4[1].x; coord += uImageIncrement_Stage4; coordSampled = coord; coordSampled.x = mod(coord.x - uBounds_Stage4.x, uBounds_Stage4.y - uBounds_Stage4.x) + uBounds_Stage4.x; output_Stage4 += texture(uTextureSampler_0_Stage4, coordSampled) * uKernel_Stage4[1].y; coord += uImageIncrement_Stage4; coordSampled = coord; coordSampled.x = mod(coord.x - uBounds_Stage4.x, uBounds_Stage4.y - uBounds_Stage4.x) + uBounds_Stage4.x; output_Stage4 += texture(uTextureSampler_0_Stage4, coordSampled) * uKernel_Stage4[1].z; coord += uImageIncrement_Stage4; coordSampled = coord; coordSampled.x = mod(coord.x - uBounds_Stage4.x, uBounds_Stage4.y - uBounds_Stage4.x) + uBounds_Stage4.x; output_Stage4 += texture(uTextureSampler_0_Stage4, coordSampled) * uKernel_Stage4[1].w; coord += uImageIncrement_Stage4; coordSampled = coord; coordSampled.x = mod(coord.x - uBounds_Stage4.x, uBounds_Stage4.y - uBounds_Stage4.x) + uBounds_Stage4.x; output_Stage4 += texture(uTextureSampler_0_Stage4, coordSampled) * uKernel_Stage4[2].x; coord += uImageIncrement_Stage4; coordSampled = coord; coordSampled.x = mod(coord.x - uBounds_Stage4.x, uBounds_Stage4.y - uBounds_Stage4.x) + uBounds_Stage4.x; output_Stage4 += texture(uTextureSampler_0_Stage4, coordSampled) * uKernel_Stage4[2].y; coord += uImageIncrement_Stage4; coordSampled = coord; coordSampled.x = mod(coord.x - uBounds_Stage4.x, uBounds_Stage4.y - uBounds_Stage4.x) + uBounds_Stage4.x; output_Stage4 += texture(uTextureSampler_0_Stage4, coordSampled) * uKernel_Stage4[2].z; coord += uImageIncrement_Stage4; coordSampled = coord; coordSampled.x = mod(coord.x - uBounds_Stage4.x, uBounds_Stage4.y - uBounds_Stage4.x) + uBounds_Stage4.x; output_Stage4 += texture(uTextureSampler_0_Stage4, coordSampled) * uKernel_Stage4[2].w; coord += uImageIncrement_Stage4; coordSampled = coord; coordSampled.x = mod(coord.x - uBounds_Stage4.x, uBounds_Stage4.y - uBounds_Stage4.x) + uBounds_Stage4.x; output_Stage4 += texture(uTextureSampler_0_Stage4, coordSampled) * uKernel_Stage4[3].x; coord += uImageIncrement_Stage4; coordSampled = coord; coordSampled.x = mod(coord.x - uBounds_Stage4.x, uBounds_Stage4.y - uBounds_Stage4.x) + uBounds_Stage4.x; output_Stage4 += texture(uTextureSampler_0_Stage4, coordSampled) * uKernel_Stage4[3].y; coord += uImageIncrement_Stage4; coordSampled = coord; coordSampled.x = mod(coord.x - uBounds_Stage4.x, uBounds_Stage4.y - uBounds_Stage4.x) + uBounds_Stage4.x; output_Stage4 += texture(uTextureSampler_0_Stage4, coordSampled) * uKernel_Stage4[3].z; coord += uImageIncrement_Stage4; coordSampled = coord; coordSampled.x = mod(coord.x - uBounds_Stage4.x, uBounds_Stage4.y - uBounds_Stage4.x) + uBounds_Stage4.x; output_Stage4 += texture(uTextureSampler_0_Stage4, coordSampled) * uKernel_Stage4[3].w; coord += uImageIncrement_Stage4; coordSampled = coord; coordSampled.x = mod(coord.x - uBounds_Stage4.x, uBounds_Stage4.y - uBounds_Stage4.x) + uBounds_Stage4.x; output_Stage4 += texture(uTextureSampler_0_Stage4, coordSampled) * uKernel_Stage4[4].x; coord += uImageIncrement_Stage4; coordSampled = coord; coordSampled.x = mod(coord.x - uBounds_Stage4.x, uBounds_Stage4.y - uBounds_Stage4.x) + uBounds_Stage4.x; output_Stage4 += texture(uTextureSampler_0_Stage4, coordSampled) * uKernel_Stage4[4].y; coord += uImageIncrement_Stage4; coordSampled = coord; coordSampled.x = mod(coord.x - uBounds_Stage4.x, uBounds_Stage4.y - uBounds_Stage4.x) + uBounds_Stage4.x; output_Stage4 += texture(uTextureSampler_0_Stage4, coordSampled) * uKernel_Stage4[4].z; coord += uImageIncrement_Stage4; output_Stage4 *= output_Stage3; } vec4 output_Stage5; { vec2 coords = vTransformedCoords_3_Stage0 * ubaseFrequency_Stage5; float r = noiseOctaves_Stage5(vec3(coords, uz_Stage5)); float g = noiseOctaves_Stage5(vec3(coords, uz_Stage5)); float b = noiseOctaves_Stage5(vec3(coords, uz_Stage5)); float a = noiseOctaves_Stage5(vec3(coords, uz_Stage5)); output_Stage5 = vec4(r, g, b, a); output_Stage5 = clamp(output_Stage5, 0.0, 1.0); output_Stage5 = vec4(output_Stage5.xyz * output_Stage5.www, output_Stage5.w); } vec4 output_Stage6; { output_Stage6 = blend_dst_in(output_Stage5, ClampedGradientEffect_Stage6_c2_c0(vec4(1.0))); } { sk_FragColor = output_Stage6 * outputColor_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; uniform mat3 uCoordTransformMatrix_4_Stage0; in vec2 position; in vec4 color; in vec2 localCoord; noperspective out vec2 vTransformedCoords_0_Stage0; noperspective out vec2 vTransformedCoords_1_Stage0; noperspective out vec2 vTransformedCoords_2_Stage0; noperspective out vec2 vTransformedCoords_3_Stage0; noperspective out vec2 vTransformedCoords_4_Stage0; flat out vec4 vcolor_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; vTransformedCoords_2_Stage0 = (uCoordTransformMatrix_2_Stage0 * vec3(localCoord, 1.0)).xy; vTransformedCoords_3_Stage0 = (uCoordTransformMatrix_3_Stage0 * vec3(localCoord, 1.0)).xy; vTransformedCoords_4_Stage0 = (uCoordTransformMatrix_4_Stage0 * vec3(localCoord, 1.0)).xy; vcolor_Stage0 = color; 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); }