[require] GLSL >= 1.40 [fragment shader] #version 140 out vec4 sk_FragColor; uniform vec4 uleftBorderColor_Stage1_c0_c0; uniform vec4 urightBorderColor_Stage1_c0_c0; uniform float ubias_Stage1_c0_c0_c0_c0; uniform float uscale_Stage1_c0_c0_c0_c0; uniform vec4 uscale0_1_Stage1_c0_c0_c1_c0; uniform vec4 uscale2_3_Stage1_c0_c0_c1_c0; uniform vec4 uscale4_5_Stage1_c0_c0_c1_c0; uniform vec4 ubias0_1_Stage1_c0_c0_c1_c0; uniform vec4 ubias2_3_Stage1_c0_c0_c1_c0; uniform vec4 ubias4_5_Stage1_c0_c0_c1_c0; uniform vec4 uthresholds1_7_Stage1_c0_c0_c1_c0; uniform vec4 uthresholds9_13_Stage1_c0_c0_c1_c0; noperspective in vec2 vTransformedCoords_0_Stage0; flat in vec4 vcolor_Stage0; vec4 SweepGradientLayout_Stage1_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_Stage1_c0_c0_c0_c0) * uscale_Stage1_c0_c0_c0_c0; _output = vec4(t, 1.0, 0.0, 0.0); return _output; } vec4 UnrolledBinaryGradientColorizer_Stage1_c0_c0_c1_c0(vec4 _input) { vec4 _output; float t = _input.x; vec4 scale, bias; { if (t < uthresholds1_7_Stage1_c0_c0_c1_c0.y) { if (t < uthresholds1_7_Stage1_c0_c0_c1_c0.x) { scale = uscale0_1_Stage1_c0_c0_c1_c0; bias = ubias0_1_Stage1_c0_c0_c1_c0; } else { scale = uscale2_3_Stage1_c0_c0_c1_c0; bias = ubias2_3_Stage1_c0_c0_c1_c0; } } else { { scale = uscale4_5_Stage1_c0_c0_c1_c0; bias = ubias4_5_Stage1_c0_c0_c1_c0; } } } _output = t * scale + bias; return _output; } vec4 ClampedGradientEffect_Stage1_c0_c0(vec4 _input) { vec4 _output; vec4 t = SweepGradientLayout_Stage1_c0_c0_c0_c0(vec4(1.0)); if (t.x < 0.0) { _output = uleftBorderColor_Stage1_c0_c0; } else if (t.x > 1.0) { _output = urightBorderColor_Stage1_c0_c0; } else { _output = UnrolledBinaryGradientColorizer_Stage1_c0_c0_c1_c0(t); } 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_Stage1; { output_Stage1 = blend_dst_in(outputColor_Stage0, ClampedGradientEffect_Stage1_c0_c0(vec4(1.0))); } { sk_FragColor = output_Stage1; } } [vertex shader] #version 140 uniform vec4 sk_RTAdjust; uniform mat3 uCoordTransformMatrix_0_Stage0; in vec2 position; in vec4 color; in vec2 localCoord; noperspective out vec2 vTransformedCoords_0_Stage0; flat out vec4 vcolor_Stage0; void main() { vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_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); }