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[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform vec4 uColor_Stage0;
uniform vec4 uCoordTransformMatrix_1_Stage0;
uniform vec4 urectUniform_Stage3;
uniform vec4 uleftBorderColor_Stage4_c1_c0;
uniform vec4 urightBorderColor_Stage4_c1_c0;
uniform float ubias_Stage4_c1_c0_c0_c0;
uniform float uscale_Stage4_c1_c0_c0_c0;
uniform vec4 uscale0_1_Stage4_c1_c0_c1_c0;
uniform vec4 uscale2_3_Stage4_c1_c0_c1_c0;
uniform vec4 uscale4_5_Stage4_c1_c0_c1_c0;
uniform vec4 ubias0_1_Stage4_c1_c0_c1_c0;
uniform vec4 ubias2_3_Stage4_c1_c0_c1_c0;
uniform vec4 ubias4_5_Stage4_c1_c0_c1_c0;
uniform vec4 uthresholds1_7_Stage4_c1_c0_c1_c0;
uniform vec4 uthresholds9_13_Stage4_c1_c0_c1_c0;
uniform sampler2D uTextureSampler_0_Stage1;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_2_Stage0;
vec4 TextureEffect_Stage1_c0_c0(vec4 _input, vec2 _coords) {
_coords = _coords * uCoordTransformMatrix_1_Stage0.xz + uCoordTransformMatrix_1_Stage0.yw;
vec4 _output;
_output = texture(uTextureSampler_0_Stage1, _coords) * _input;
return _output;
}
vec4 SweepGradientLayout_Stage4_c1_c0_c0_c0(vec4 _input) {
vec4 _output;
float angle;
{
angle = atan(-vTransformedCoords_2_Stage0.y, -vTransformedCoords_2_Stage0.x);
}
float t = ((angle * 0.15915493667125702 + 0.5) + ubias_Stage4_c1_c0_c0_c0) * uscale_Stage4_c1_c0_c0_c0;
_output = vec4(t, 1.0, 0.0, 0.0);
return _output;
}
vec4 UnrolledBinaryGradientColorizer_Stage4_c1_c0_c1_c0(vec4 _input) {
vec4 _output;
float t = _input.x;
vec4 scale, bias;
{
if (t < uthresholds1_7_Stage4_c1_c0_c1_c0.y) {
if (t < uthresholds1_7_Stage4_c1_c0_c1_c0.x) {
scale = uscale0_1_Stage4_c1_c0_c1_c0;
bias = ubias0_1_Stage4_c1_c0_c1_c0;
} else {
scale = uscale2_3_Stage4_c1_c0_c1_c0;
bias = ubias2_3_Stage4_c1_c0_c1_c0;
}
} else {
{
scale = uscale4_5_Stage4_c1_c0_c1_c0;
bias = ubias4_5_Stage4_c1_c0_c1_c0;
}
}
}
_output = t * scale + bias;
return _output;
}
vec4 ClampedGradientEffect_Stage4_c1_c0(vec4 _input) {
vec4 _output;
vec4 t = SweepGradientLayout_Stage4_c1_c0_c0_c0(vec4(1.0));
if (t.x < 0.0) {
_output = uleftBorderColor_Stage4_c1_c0;
} else if (t.x > 1.0) {
_output = urightBorderColor_Stage4_c1_c0;
} else {
_output = UnrolledBinaryGradientColorizer_Stage4_c1_c0_c1_c0(t);
}
{
_output.xyz *= _output.w;
}
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 = uColor_Stage0;
}
vec4 output_Stage1;
{
float coord = vTransformedCoords_0_Stage0.x - 0.5;
float f = fract(coord);
coord += 0.5 - f;
float f2 = f * f;
vec4 w = mat4(0.055555555555555552, 0.88888888888888884, 0.055555555555555552, 0.0, -0.5, 0.0, 0.5, 0.0, 0.83333333333333337, -2.0, 1.5, -0.33333333333333331, -0.3888888888888889, 1.1666666666666667, -1.1666666666666667, 0.3888888888888889) * vec4(1.0, f, f2, f2 * f);
vec4 c[4];
c[0] = TextureEffect_Stage1_c0_c0(vec4(1.0), vec2(coord + -1.0, vTransformedCoords_0_Stage0.y));
c[1] = TextureEffect_Stage1_c0_c0(vec4(1.0), vec2(coord, vTransformedCoords_0_Stage0.y));
c[2] = TextureEffect_Stage1_c0_c0(vec4(1.0), vec2(coord + 1.0, vTransformedCoords_0_Stage0.y));
c[3] = TextureEffect_Stage1_c0_c0(vec4(1.0), vec2(coord + 2.0, vTransformedCoords_0_Stage0.y));
vec4 bicubicColor = ((c[0] * w.x + c[1] * w.y) + c[2] * w.z) + c[3] * w.w;
bicubicColor.xyz = max(vec3(0.0), min(bicubicColor.xyz, bicubicColor.www));
output_Stage1 = bicubicColor * outputColor_Stage0;
}
vec4 output_Stage2;
{
{
float alpha = clamp(1.0, 0.0, 1.0);
output_Stage2 = vec4(clamp(vec4(1.0).xyz, 0.0, alpha), alpha);
}
}
vec4 output_Stage3;
{
float alpha;
{
float xSub, ySub;
xSub = min(gl_FragCoord.x - urectUniform_Stage3.x, 0.0);
xSub += min(urectUniform_Stage3.z - gl_FragCoord.x, 0.0);
ySub = min(gl_FragCoord.y - urectUniform_Stage3.y, 0.0);
ySub += min(urectUniform_Stage3.w - gl_FragCoord.y, 0.0);
alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));
}
output_Stage3 = output_Stage2 * alpha;
}
vec4 output_Stage4;
{
output_Stage4 = blend_dst_in(output_Stage3, ClampedGradientEffect_Stage4_c1_c0(vec4(1.0)));
}
vec4 output_Stage5;
{
output_Stage5 = floor(output_Stage4 * 255.0 + 0.5) / 255.0;
{
output_Stage5.xyz = floor((output_Stage5.xyz * output_Stage5.w) * 255.0 + 0.5) / 255.0;
}
}
{
sk_FragColor = output_Stage1 * output_Stage5;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uViewM_Stage0;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_2_Stage0;
in vec2 inPosition;
in vec2 inLocalCoord;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_2_Stage0;
void main() {
vec2 pos2 = (uViewM_Stage0 * vec3(inPosition, 1.0)).xy;
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inLocalCoord, 1.0)).xy;
vTransformedCoords_2_Stage0 = (uCoordTransformMatrix_2_Stage0 * vec3(inLocalCoord, 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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