1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
|
[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 mat3 ucolorSpaceMatrix_Stage1_c0_c0;
uniform vec3 ucolorSpaceTranslate_Stage1_c0_c0;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_1_Stage1;
uniform sampler2D uTextureSampler_2_Stage1;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
noperspective in vec2 vTransformedCoords_2_Stage0;
flat in vec4 vcolor_Stage0;
noperspective in float vcoverage_Stage0;
flat in vec4 vgeomDomain_Stage0;
vec4 TextureEffect_Stage1_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
_output = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0) * _input;
return _output;
}
vec4 TextureEffect_Stage1_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
_output = texture(uTextureSampler_1_Stage1, vTransformedCoords_1_Stage0) * _input;
return _output;
}
vec4 TextureEffect_Stage1_c0_c0_c2_c0(vec4 _input) {
vec4 _output;
_output = texture(uTextureSampler_2_Stage1, vTransformedCoords_2_Stage0) * _input;
return _output;
}
vec4 YUVtoRGBEffect_Stage1_c0_c0(vec4 _input) {
vec4 _output;
vec4 planes[3];
planes[0] = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0));
planes[1] = TextureEffect_Stage1_c0_c0_c1_c0(vec4(1.0));
planes[2] = TextureEffect_Stage1_c0_c0_c2_c0(vec4(1.0));
vec4 color = vec4(planes[0].x, planes[1].x, planes[2].x, 1.0);
color.xyz = clamp(color.xyz * ucolorSpaceMatrix_Stage1_c0_c0 + ucolorSpaceTranslate_Stage1_c0_c0, 0.0, 1.0);
_output = color;
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;
vec4 outputCoverage_Stage0;
{
outputColor_Stage0 = vcolor_Stage0;
float coverage = vcoverage_Stage0;
vec4 geoDomain;
geoDomain = vgeomDomain_Stage0;
if (coverage < 0.5) {
vec4 dists4 = clamp(vec4(1.0, 1.0, -1.0, -1.0) * (gl_FragCoord.xyxy - geoDomain), 0.0, 1.0);
vec2 dists2 = dists4.xy * dists4.zw;
coverage = min(coverage, dists2.x * dists2.y);
}
outputCoverage_Stage0 = vec4(coverage);
}
vec4 output_Stage1;
{
output_Stage1 = blend_dst_in(outputColor_Stage0, YUVtoRGBEffect_Stage1_c0_c0(vec4(1.0)));
}
{
sk_FragColor = output_Stage1 * outputCoverage_Stage0;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
uniform mat3 uCoordTransformMatrix_2_Stage0;
in vec2 position;
in float coverage;
in vec4 color;
in vec2 localCoord;
in vec4 geomDomain;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_Stage0;
noperspective out vec2 vTransformedCoords_2_Stage0;
flat out vec4 vcolor_Stage0;
noperspective out float vcoverage_Stage0;
flat out vec4 vgeomDomain_Stage0;
void main() {
vec2 position = position;
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;
vcolor_Stage0 = color;
vcoverage_Stage0 = coverage;
vgeomDomain_Stage0 = geomDomain;
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);
}
|