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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 urectH_Stage1_c0_c0_c0_c0;
uniform float uinvSixSigma_Stage1_c0_c0_c0_c0;
uniform sampler2D uTextureSampler_0_Stage1;
in vec4 vcolor_Stage0;
vec4 RectBlurEffect_Stage1_c0_c0_c0_c0(vec4 _input, vec2 _coords) {
vec4 _output;
float xCoverage, yCoverage;
{
float x, y;
{
x = max(urectH_Stage1_c0_c0_c0_c0.x - gl_FragCoord.x, gl_FragCoord.x - urectH_Stage1_c0_c0_c0_c0.z);
y = max(urectH_Stage1_c0_c0_c0_c0.y - gl_FragCoord.y, gl_FragCoord.y - urectH_Stage1_c0_c0_c0_c0.w);
}
xCoverage = texture(uTextureSampler_0_Stage1, vec2(x * uinvSixSigma_Stage1_c0_c0_c0_c0, 0.5)).w;
yCoverage = texture(uTextureSampler_0_Stage1, vec2(y * uinvSixSigma_Stage1_c0_c0_c0_c0, 0.5)).w;
_output = (_input * xCoverage) * yCoverage;
}
_output = (_input * xCoverage) * yCoverage;
return _output;
}
vec4 DeviceSpaceEffect_Stage1_c0_c0(vec4 _input) {
vec4 _output;
_output = RectBlurEffect_Stage1_c0_c0_c0_c0(_input, gl_FragCoord.xy);
return _output;
}
void main() {
vec4 output_Stage1;
{
output_Stage1 = DeviceSpaceEffect_Stage1_c0_c0(vec4(1.0));
}
{
sk_FragColor = output_Stage1;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform float uSrcTF_Stage0[7];
uniform mat3 uColorXform_Stage0;
uniform float uDstTF_Stage0[7];
uniform mat3 uViewM_Stage0;
in vec2 position;
in vec4 inColor;
out vec4 vcolor_Stage0;
float src_tf_Stage0(float x) {
float G = uSrcTF_Stage0[0];
float A = uSrcTF_Stage0[1];
float B = uSrcTF_Stage0[2];
float C = uSrcTF_Stage0[3];
float D = uSrcTF_Stage0[4];
float E = uSrcTF_Stage0[5];
float F = uSrcTF_Stage0[6];
float s = sign(x);
x = abs(x);
x = x < D ? C * x + F : pow(A * x + B, G) + E;
return s * x;
}
float dst_tf_Stage0(float x) {
float G = uDstTF_Stage0[0];
float A = uDstTF_Stage0[1];
float B = uDstTF_Stage0[2];
float C = uDstTF_Stage0[3];
float D = uDstTF_Stage0[4];
float E = uDstTF_Stage0[5];
float F = uDstTF_Stage0[6];
float s = sign(x);
x = abs(x);
x = x < D ? C * x + F : pow(A * x + B, G) + E;
return s * x;
}
vec4 gamut_xform_Stage0(vec4 color) {
color.xyz = uColorXform_Stage0 * color.xyz;
return color;
}
vec4 color_xform_Stage0(vec4 color) {
float nonZeroAlpha = max(color.w, 9.9999997473787516e-05);
color = vec4(color.xyz / nonZeroAlpha, nonZeroAlpha);
color.x = src_tf_Stage0(color.x);
color.y = src_tf_Stage0(color.y);
color.z = src_tf_Stage0(color.z);
color = gamut_xform_Stage0(color);
color.x = dst_tf_Stage0(color.x);
color.y = dst_tf_Stage0(color.y);
color.z = dst_tf_Stage0(color.z);
color.xyz *= color.w;
return color;
}
void main() {
vec4 color = inColor;
color = color.zyxw;
color = color_xform_Stage0(color);
color = vec4(color.xyz * color.w, color.w);
vcolor_Stage0 = color;
vec3 pos3 = uViewM_Stage0 * vec3(position, 1.0);
gl_Position = vec4(pos3.x, pos3.y, 0.0, pos3.z);
gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}
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