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[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform vec4 ucircleData_Stage1;
uniform vec4 ustart_Stage2_c0_c0_c1_c0;
uniform vec4 uend_Stage2_c0_c0_c1_c0;
uniform vec4 uleftBorderColor_Stage3_c1_c0;
uniform vec4 urightBorderColor_Stage3_c1_c0;
uniform vec4 uscale0_1_Stage3_c1_c0_c1_c0;
uniform vec4 uscale2_3_Stage3_c1_c0_c1_c0;
uniform vec4 uscale4_5_Stage3_c1_c0_c1_c0;
uniform vec4 uscale6_7_Stage3_c1_c0_c1_c0;
uniform vec4 ubias0_1_Stage3_c1_c0_c1_c0;
uniform vec4 ubias2_3_Stage3_c1_c0_c1_c0;
uniform vec4 ubias4_5_Stage3_c1_c0_c1_c0;
uniform vec4 ubias6_7_Stage3_c1_c0_c1_c0;
uniform vec4 uthresholds1_7_Stage3_c1_c0_c1_c0;
uniform vec4 uthresholds9_13_Stage3_c1_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;
vec4 LinearGradientLayout_Stage2_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
float t = vTransformedCoords_0_Stage0.x + 9.9999997473787516e-06;
_output = vec4(t, 1.0, 0.0, 0.0);
return _output;
}
vec4 SingleIntervalGradientColorizer_Stage2_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
float t = _input.x;
_output = (1.0 - t) * ustart_Stage2_c0_c0_c1_c0 + t * uend_Stage2_c0_c0_c1_c0;
return _output;
}
vec4 TiledGradientEffect_Stage2_c0_c0(vec4 _input) {
vec4 _output;
vec4 t = LinearGradientLayout_Stage2_c0_c0_c0_c0(vec4(1.0));
{
{
t.x = fract(t.x);
}
_output = SingleIntervalGradientColorizer_Stage2_c0_c0_c1_c0(t);
}
{
_output.xyz *= _output.w;
}
return _output;
}
vec4 LinearGradientLayout_Stage3_c1_c0_c0_c0(vec4 _input) {
vec4 _output;
float t = vTransformedCoords_1_Stage0.x + 9.9999997473787516e-06;
_output = vec4(t, 1.0, 0.0, 0.0);
return _output;
}
vec4 UnrolledBinaryGradientColorizer_Stage3_c1_c0_c1_c0(vec4 _input) {
vec4 _output;
float t = _input.x;
vec4 scale, bias;
{
if (t < uthresholds1_7_Stage3_c1_c0_c1_c0.y) {
if (t < uthresholds1_7_Stage3_c1_c0_c1_c0.x) {
scale = uscale0_1_Stage3_c1_c0_c1_c0;
bias = ubias0_1_Stage3_c1_c0_c1_c0;
} else {
scale = uscale2_3_Stage3_c1_c0_c1_c0;
bias = ubias2_3_Stage3_c1_c0_c1_c0;
}
} else {
if (t < uthresholds1_7_Stage3_c1_c0_c1_c0.z) {
scale = uscale4_5_Stage3_c1_c0_c1_c0;
bias = ubias4_5_Stage3_c1_c0_c1_c0;
} else {
scale = uscale6_7_Stage3_c1_c0_c1_c0;
bias = ubias6_7_Stage3_c1_c0_c1_c0;
}
}
}
_output = t * scale + bias;
return _output;
}
vec4 ClampedGradientEffect_Stage3_c1_c0(vec4 _input) {
vec4 _output;
vec4 t = LinearGradientLayout_Stage3_c1_c0_c0_c0(vec4(1.0));
if (t.x < 0.0) {
_output = uleftBorderColor_Stage3_c1_c0;
} else if (t.x > 1.0) {
_output = urightBorderColor_Stage3_c1_c0;
} else {
_output = UnrolledBinaryGradientColorizer_Stage3_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 = vcolor_Stage0;
}
vec4 output_Stage1;
{
vec2 vec = vec2((gl_FragCoord.x - ucircleData_Stage1.x) * ucircleData_Stage1.w, (gl_FragCoord.y - ucircleData_Stage1.y) * ucircleData_Stage1.w);
float dist = length(vec) + (0.5 - ucircleData_Stage1.z) * ucircleData_Stage1.w;
output_Stage1 = outputColor_Stage0 * texture(uTextureSampler_0_Stage1, vec2(dist, 0.5)).w;
}
vec4 output_Stage2;
{
output_Stage2 = blend_dst_in(vec4(1.0), TiledGradientEffect_Stage2_c0_c0(vec4(1.0)));
}
vec4 output_Stage3;
{
output_Stage3 = blend_dst_in(output_Stage2, ClampedGradientEffect_Stage3_c1_c0(vec4(1.0)));
}
{
sk_FragColor = output_Stage1 * output_Stage3;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
in vec2 inPosition;
in vec4 inColor;
noperspective out vec4 vcolor_Stage0;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_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;
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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