[require] GLSL >= 1.40 [fragment shader] #version 140 #extension GL_ARB_fragment_coord_conventions : require layout(origin_upper_left) in vec4 gl_FragCoord; out vec4 sk_FragColor; uniform vec2 uImageIncrement_Stage1; uniform float uSurfaceScale_Stage1; uniform vec3 uLightColor_Stage1; uniform float uKD_Stage1; uniform vec3 uLightLocation_Stage1; uniform float uExponent_Stage1; uniform float uCosInnerConeAngle_Stage1; uniform float uCosOuterConeAngle_Stage1; uniform float uConeScale_Stage1; uniform vec3 uS_Stage1; uniform sampler2D uTextureSampler_0_Stage1; 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(m[1], m[2], m[4], m[5], 0.0, 0.0, 0.66666698455810547), sobel_Stage1(0.0, 0.0, m[1], m[4], m[2], m[5], 0.66666698455810547), surfaceScale); } vec3 lightColor_Stage1(vec3 surfaceToLight) { float cosAngle = -dot(surfaceToLight, uS_Stage1); if (cosAngle < uCosOuterConeAngle_Stage1) { return vec3(0.0); } float scale = pow(cosAngle, uExponent_Stage1); if (cosAngle < uCosInnerConeAngle_Stage1) { return ((uLightColor_Stage1 * scale) * (cosAngle - uCosOuterConeAngle_Stage1)) * uConeScale_Stage1; } return uLightColor_Stage1; } void main() { 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 = origCoord; vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); temp0 = textureColor; } m[0] = temp0.w; vec4 temp1; { vec2 origCoord = coord + vec2(0.0, 1.0) * uImageIncrement_Stage1; vec2 clampedCoord; clampedCoord = origCoord; vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); temp1 = textureColor; } m[1] = temp1.w; vec4 temp2; { vec2 origCoord = coord + uImageIncrement_Stage1; vec2 clampedCoord; clampedCoord = origCoord; vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); temp2 = textureColor; } m[2] = temp2.w; vec4 temp3; { vec2 origCoord = coord + vec2(-1.0, 0.0) * uImageIncrement_Stage1; vec2 clampedCoord; clampedCoord = origCoord; vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); temp3 = textureColor; } m[3] = temp3.w; vec4 temp4; { vec2 origCoord = coord; vec2 clampedCoord; clampedCoord = origCoord; vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); temp4 = textureColor; } m[4] = temp4.w; vec4 temp5; { vec2 origCoord = coord + vec2(1.0, 0.0) * uImageIncrement_Stage1; vec2 clampedCoord; clampedCoord = origCoord; vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); temp5 = textureColor; } m[5] = temp5.w; vec4 temp6; { vec2 origCoord = coord + vec2(-1.0, -1.0) * uImageIncrement_Stage1; vec2 clampedCoord; clampedCoord = origCoord; vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); temp6 = textureColor; } m[6] = temp6.w; vec4 temp7; { vec2 origCoord = coord + vec2(0.0, -1.0) * uImageIncrement_Stage1; vec2 clampedCoord; clampedCoord = origCoord; vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); temp7 = textureColor; } m[7] = temp7.w; vec4 temp8; { vec2 origCoord = coord + vec2(1.0, -1.0) * uImageIncrement_Stage1; vec2 clampedCoord; clampedCoord = origCoord; vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); temp8 = textureColor; } 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, lightColor_Stage1(surfaceToLight)); } { sk_FragColor = output_Stage1; } } [vertex shader] #version 140 uniform vec4 sk_RTAdjust; uniform mat3 uCoordTransformMatrix_0_Stage0; in vec2 position; in vec2 localCoord; noperspective out vec2 vTransformedCoords_0_Stage0; void main() { vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy; 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); }