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[require]
GLSL >= 1.40
[fragment shader]
#version 140
#extension GL_KHR_blend_equation_advanced : require
out vec4 sk_FragColor;
layout (blend_support_all_equations) out ;
uniform vec4 ucircle_Stage1_c0_c0_c0_c0;
uniform float uinnerThreshold_Stage1_c0_c0_c1_c0;
uniform float uouterThreshold_Stage1_c0_c0_c1_c0;
uniform sampler2D uTextureSampler_0_Stage1;
noperspective in vec4 vcolor_Stage0;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
noperspective in float vinCoverage_Stage0;
vec4 CircleEffect_Stage1_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
float d;
{
d = (length((ucircle_Stage1_c0_c0_c0_c0.xy - gl_FragCoord.xy) * ucircle_Stage1_c0_c0_c0_c0.w) - 1.0) * ucircle_Stage1_c0_c0_c0_c0.z;
}
{
_output = _input * clamp(d, 0.0, 1.0);
}
return _output;
}
vec4 AlphaThresholdFragmentProcessor_Stage1_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
vec4 color = _input;
vec4 mask_color = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0);
if (mask_color.w < 0.5) {
if (color.w > uouterThreshold_Stage1_c0_c0_c1_c0) {
float scale = uouterThreshold_Stage1_c0_c0_c1_c0 / color.w;
color.xyz *= scale;
color.w = uouterThreshold_Stage1_c0_c0_c1_c0;
}
} else if (color.w < uinnerThreshold_Stage1_c0_c0_c1_c0) {
float scale = uinnerThreshold_Stage1_c0_c0_c1_c0 / max(0.0010000000474974513, color.w);
color.xyz *= scale;
color.w = uinnerThreshold_Stage1_c0_c0_c1_c0;
}
_output = color;
return _output;
}
vec4 blend_difference(vec4 src, vec4 dst) {
return vec4((src.xyz + dst.xyz) - 2.0 * min(src.xyz * dst.w, dst.xyz * src.w), src.w + (1.0 - src.w) * dst.w);
}
vec4 ComposeTwo_Stage1_c0_c0(vec4 _input) {
vec4 _output;
vec4 inputColor = vec4(_input.xyz, 1.0);
_output = blend_difference(CircleEffect_Stage1_c0_c0_c0_c0(inputColor), AlphaThresholdFragmentProcessor_Stage1_c0_c0_c1_c0(inputColor));
_output *= _input.w;
return _output;
}
vec4 Dither_Stage1_c1_c0(vec4 _input) {
vec4 _output;
_output = _input;
float value;
{
uint x = uint(vTransformedCoords_1_Stage0.x);
uint y = uint(vTransformedCoords_1_Stage0.y);
uint m = (((((y & 1u) << 5u | (x & 1u) << 4u) | (y & 2u) << 2u) | (x & 2u) << 1u) | (y & 4u) >> 1u) | (x & 4u) >> 2u;
value = float(m) / 64.0 - 0.4921875;
}
_output = vec4(clamp(_output.xyz + value * 0.01587301678955555, 0.0, _output.w), _output.w);
return _output;
}
vec4 blend_plus(vec4 src, vec4 dst) {
return min(src + dst, 1.0);
}
void main() {
vec4 outputColor_Stage0;
vec4 outputCoverage_Stage0;
{
outputColor_Stage0 = vcolor_Stage0;
float alpha = 1.0;
alpha = vinCoverage_Stage0;
outputCoverage_Stage0 = vec4(alpha);
}
vec4 output_Stage1;
{
vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
output_Stage1 = blend_plus(ComposeTwo_Stage1_c0_c0(inputColor), Dither_Stage1_c1_c0(inputColor));
output_Stage1 *= outputColor_Stage0.w;
}
{
sk_FragColor = outputCoverage_Stage0 * output_Stage1;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
in vec2 inPosition;
in vec4 inColor;
in float inCoverage;
noperspective out vec4 vcolor_Stage0;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_Stage0;
noperspective out float vinCoverage_Stage0;
void main() {
vec4 color = inColor;
vcolor_Stage0 = color;
vec2 pos2 = inPosition;
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy;
vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(inPosition, 1.0)).xy;
vinCoverage_Stage0 = inCoverage;
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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