[require] GLSL >= 1.40 [fragment shader] #version 140 out vec4 sk_FragColor; uniform vec2 ubaseFrequency_Stage2_c0_c0; uniform float uz_Stage2_c0_c0; uniform sampler2D uTextureSampler_0_Stage1; uniform sampler2D uTextureSampler_0_Stage2; uniform sampler2D uTextureSampler_1_Stage2; noperspective in vec2 vTransformedCoords_0_Stage0; noperspective in vec3 vTransformedCoords_1_Stage0; vec3 fade_Stage2_c0_c0(vec3 t) { return ((t * t) * t) * (t * (t * 6.0 - 15.0) + 10.0); } float perm_Stage2_c0_c0(float x) { return texture(uTextureSampler_0_Stage2, vec2(fract(x / 256.0), 0.0)).x * 255.0; } float grad_Stage2_c0_c0(float x, vec3 p) { return dot(texture(uTextureSampler_1_Stage2, vec2(fract(x / 16.0), 0.0)).xyz * 255.0 - vec3(1.0), p); } float lerp_Stage2_c0_c0(float a, float b, float w) { return a + w * (b - a); } float noise_Stage2_c0_c0(vec3 p) { vec3 P = mod(floor(p), 256.0); p -= floor(p); vec3 f = fade_Stage2_c0_c0(p); float A = perm_Stage2_c0_c0(P.x) + P.y; float AA = perm_Stage2_c0_c0(A) + P.z; float AB = perm_Stage2_c0_c0(A + 1.0) + P.z; float B = perm_Stage2_c0_c0(P.x + 1.0) + P.y; float BA = perm_Stage2_c0_c0(B) + P.z; float BB = perm_Stage2_c0_c0(B + 1.0) + P.z; float result = lerp_Stage2_c0_c0(lerp_Stage2_c0_c0(lerp_Stage2_c0_c0(grad_Stage2_c0_c0(perm_Stage2_c0_c0(AA), p), grad_Stage2_c0_c0(perm_Stage2_c0_c0(BA), p + vec3(-1.0, 0.0, 0.0)), f.x), lerp_Stage2_c0_c0(grad_Stage2_c0_c0(perm_Stage2_c0_c0(AB), p + vec3(0.0, -1.0, 0.0)), grad_Stage2_c0_c0(perm_Stage2_c0_c0(BB), p + vec3(-1.0, -1.0, 0.0)), f.x), f.y), lerp_Stage2_c0_c0(lerp_Stage2_c0_c0(grad_Stage2_c0_c0(perm_Stage2_c0_c0(AA + 1.0), p + vec3(0.0, 0.0, -1.0)), grad_Stage2_c0_c0(perm_Stage2_c0_c0(BA + 1.0), p + vec3(-1.0, 0.0, -1.0)), f.x), lerp_Stage2_c0_c0(grad_Stage2_c0_c0(perm_Stage2_c0_c0(AB + 1.0), p + vec3(0.0, -1.0, -1.0)), grad_Stage2_c0_c0(perm_Stage2_c0_c0(BB + 1.0), p + vec3(-1.0, -1.0, -1.0)), f.x), f.y), f.z); return result; } float noiseOctaves_Stage2_c0_c0(vec3 p) { float result = 0.0; float ratio = 1.0; for (float i = 0.0;i < 4.0; i++) { result += noise_Stage2_c0_c0(p) / ratio; p *= 2.0; ratio *= 2.0; } return (result + 1.0) / 2.0; } vec4 ImprovedPerlinNoise_Stage2_c0_c0(vec4 _input) { vec4 _output; vec2 vTransformedCoords_1_Stage0_ensure2D = vTransformedCoords_1_Stage0.xy / vTransformedCoords_1_Stage0.z; vec2 coords = vTransformedCoords_1_Stage0_ensure2D * ubaseFrequency_Stage2_c0_c0; float r = noiseOctaves_Stage2_c0_c0(vec3(coords, uz_Stage2_c0_c0)); float g = noiseOctaves_Stage2_c0_c0(vec3(coords, uz_Stage2_c0_c0)); float b = noiseOctaves_Stage2_c0_c0(vec3(coords, uz_Stage2_c0_c0)); float a = noiseOctaves_Stage2_c0_c0(vec3(coords, uz_Stage2_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; } 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 output_Stage1; { output_Stage1 = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0); } vec4 output_Stage2; { output_Stage2 = blend_hue(output_Stage1, ImprovedPerlinNoise_Stage2_c0_c0(vec4(1.0))); } { sk_FragColor = output_Stage2; } } [vertex shader] #version 140 uniform vec4 sk_RTAdjust; uniform mat3 uCoordTransformMatrix_0_Stage0; uniform mat3 uCoordTransformMatrix_1_Stage0; in vec2 position; in vec2 localCoord; noperspective out vec2 vTransformedCoords_0_Stage0; noperspective out vec3 vTransformedCoords_1_Stage0; void main() { vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy; vTransformedCoords_1_Stage0 = uCoordTransformMatrix_1_Stage0 * vec3(localCoord, 1.0); 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); }