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[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 vec4 uColor_Stage0;
uniform vec4 urectH_Stage1;
uniform float uinvSixSigma_Stage1;
uniform vec4 uboundsUniform_Stage2_c0_c0;
uniform float uxInvZoom_Stage2_c0_c0;
uniform float uyInvZoom_Stage2_c0_c0;
uniform float uxInvInset_Stage2_c0_c0;
uniform float uyInvInset_Stage2_c0_c0;
uniform vec2 uoffset_Stage2_c0_c0;
uniform vec4 uboundsUniform_Stage3;
uniform float uxInvZoom_Stage3;
uniform float uyInvZoom_Stage3;
uniform float uxInvInset_Stage3;
uniform float uyInvInset_Stage3;
uniform vec2 uoffset_Stage3;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_0_Stage2;
uniform sampler2D uTextureSampler_0_Stage3;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
vec4 MagnifierEffect_Stage2_c0_c0(vec4 _input) {
vec4 _output;
vec2 coord = vTransformedCoords_0_Stage0;
vec2 zoom_coord = uoffset_Stage2_c0_c0 + coord * vec2(uxInvZoom_Stage2_c0_c0, uyInvZoom_Stage2_c0_c0);
vec2 delta = (coord - uboundsUniform_Stage2_c0_c0.xy) * uboundsUniform_Stage2_c0_c0.zw;
delta = min(delta, vec2(1.0, 1.0) - delta);
delta *= vec2(uxInvInset_Stage2_c0_c0, uyInvInset_Stage2_c0_c0);
float weight = 0.0;
if (delta.x < 2.0 && delta.y < 2.0) {
delta = vec2(2.0, 2.0) - delta;
float dist = length(delta);
dist = max(2.0 - dist, 0.0);
weight = min(dist * dist, 1.0);
} else {
vec2 delta_squared = delta * delta;
weight = min(min(delta_squared.x, delta_squared.y), 1.0);
}
_output = texture(uTextureSampler_0_Stage2, mix(coord, zoom_coord, weight));
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);
}
void main() {
vec4 outputColor_Stage0;
{
outputColor_Stage0 = uColor_Stage0;
}
vec4 output_Stage1;
{
float xCoverage, yCoverage;
{
float x, y;
{
x = max(urectH_Stage1.x - gl_FragCoord.x, gl_FragCoord.x - urectH_Stage1.z);
y = max(urectH_Stage1.y - gl_FragCoord.y, gl_FragCoord.y - urectH_Stage1.w);
}
xCoverage = texture(uTextureSampler_0_Stage1, vec2(x * uinvSixSigma_Stage1, 0.5)).w;
yCoverage = texture(uTextureSampler_0_Stage1, vec2(y * uinvSixSigma_Stage1, 0.5)).w;
output_Stage1 = (outputColor_Stage0 * xCoverage) * yCoverage;
}
output_Stage1 = (outputColor_Stage0 * xCoverage) * yCoverage;
}
{
blend_saturation(vec4(1.0), MagnifierEffect_Stage2_c0_c0(vec4(1.0)));
}
vec4 output_Stage3;
{
vec2 coord = vTransformedCoords_1_Stage0;
vec2 zoom_coord = uoffset_Stage3 + coord * vec2(uxInvZoom_Stage3, uyInvZoom_Stage3);
vec2 delta = (coord - uboundsUniform_Stage3.xy) * uboundsUniform_Stage3.zw;
delta = min(delta, vec2(1.0, 1.0) - delta);
delta *= vec2(uxInvInset_Stage3, uyInvInset_Stage3);
float weight = 0.0;
if (delta.x < 2.0 && delta.y < 2.0) {
delta = vec2(2.0, 2.0) - delta;
float dist = length(delta);
dist = max(2.0 - dist, 0.0);
weight = min(dist * dist, 1.0);
} else {
vec2 delta_squared = delta * delta;
weight = min(min(delta_squared.x, delta_squared.y), 1.0);
}
output_Stage3 = texture(uTextureSampler_0_Stage3, mix(coord, zoom_coord, weight));
}
{
sk_FragColor = output_Stage1 * output_Stage3;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uViewM_Stage0;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
in vec2 inPosition;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_Stage0;
void main() {
vec2 pos2 = (uViewM_Stage0 * vec3(inPosition, 1.0)).xy;
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy;
vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(inPosition, 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);
}
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