[require] GLSL >= 1.40 [fragment shader] #version 140 out vec4 sk_FragColor; uniform vec4 uniformColor_Stage1_c0_c0; uniform vec4 ucolor_Stage1_c0_c0_c0_c0; uniform vec4 ucolor_Stage2; uniform vec4 ucolor_Stage3_c1_c0; noperspective in vec4 vcolor_Stage0; vec4 ConstColorProcessor_Stage1_c0_c0_c0_c0(vec4 _input) { vec4 _output; { _output = _input.w * ucolor_Stage1_c0_c0_c0_c0; } return _output; } vec4 OverrideInputFragmentProcessor_Stage1_c0_c0(vec4 _input) { vec4 _output; vec4 constColor; { constColor = uniformColor_Stage1_c0_c0; } _output = ConstColorProcessor_Stage1_c0_c0_c0_c0(constColor); return _output; } vec4 ConstColorProcessor_Stage3_c1_c0(vec4 _input) { vec4 _output; { _output = ucolor_Stage3_c1_c0; } 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_saturation(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(dsa, sda), alpha, dsa) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha); } vec4 blend_src_over(vec4 src, vec4 dst) { return src + (1.0 - src.w) * dst; } vec4 blend_darken(vec4 src, vec4 dst) { vec4 result = blend_src_over(src, dst); result.xyz = min(result.xyz, (1.0 - dst.w) * src.xyz + dst.xyz); return result; } void main() { vec4 outputColor_Stage0; { outputColor_Stage0 = vcolor_Stage0; } vec4 output_Stage1; { output_Stage1 = blend_saturation(OverrideInputFragmentProcessor_Stage1_c0_c0(vec4(1.0)), outputColor_Stage0); } vec4 output_Stage2; { { output_Stage2 = output_Stage1 * ucolor_Stage2; } } vec4 output_Stage3; { output_Stage3 = blend_darken(ConstColorProcessor_Stage3_c1_c0(vec4(1.0)), output_Stage2); } { sk_FragColor = output_Stage3; } } [vertex shader] #version 140 uniform vec4 sk_RTAdjust; uniform mat3 uViewM_Stage0; in vec2 position; in vec4 inColor; noperspective out vec4 vcolor_Stage0; void main() { vec4 color = inColor; color = color.zyxw; color = vec4(color.xyz * color.w, color.w); vcolor_Stage0 = color; vec2 pos2 = (uViewM_Stage0 * vec3(position, 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); }