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[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform vec4 uColor_Stage0;
uniform float uCoverage_Stage0;
uniform vec4 uleftBorderColor_Stage1_c0_c0;
uniform vec4 urightBorderColor_Stage1_c0_c0;
uniform float ubias_Stage1_c0_c0_c0_c0;
uniform float uscale_Stage1_c0_c0_c0_c0;
uniform vec4 uscale01_Stage1_c0_c0_c1_c0;
uniform vec4 ubias01_Stage1_c0_c0_c1_c0;
uniform vec4 uscale23_Stage1_c0_c0_c1_c0;
uniform vec4 ubias23_Stage1_c0_c0_c1_c0;
uniform float uthreshold_Stage1_c0_c0_c1_c0;
uniform vec4 uinnerRect_Stage2;
uniform vec2 uradiusPlusHalf_Stage2;
uniform vec2 uImageIncrement_Stage3;
uniform float uSurfaceScale_Stage3;
uniform vec3 uLightColor_Stage3;
uniform float uKD_Stage3;
uniform vec4 uTexDom_Stage3;
uniform vec3 uDecalParams_Stage3;
uniform vec3 uLightLocation_Stage3;
uniform vec4 uellipse_Stage5;
uniform sampler2D uTextureSampler_0_Stage3;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
vec4 SweepGradientLayout_Stage1_c0_c0_c0_c0(vec4 _input) {
vec4 _output;
float angle;
{
angle = atan(-vTransformedCoords_0_Stage0.y, -vTransformedCoords_0_Stage0.x);
}
float t = ((angle * 0.15915493667125702 + 0.5) + ubias_Stage1_c0_c0_c0_c0) * uscale_Stage1_c0_c0_c0_c0;
_output = vec4(t, 1.0, 0.0, 0.0);
return _output;
}
vec4 DualIntervalGradientColorizer_Stage1_c0_c0_c1_c0(vec4 _input) {
vec4 _output;
float t = _input.x;
vec4 scale, bias;
if (t < uthreshold_Stage1_c0_c0_c1_c0) {
scale = uscale01_Stage1_c0_c0_c1_c0;
bias = ubias01_Stage1_c0_c0_c1_c0;
} else {
scale = uscale23_Stage1_c0_c0_c1_c0;
bias = ubias23_Stage1_c0_c0_c1_c0;
}
_output = t * scale + bias;
return _output;
}
vec4 ClampedGradientEffect_Stage1_c0_c0(vec4 _input) {
vec4 _output;
vec4 t = SweepGradientLayout_Stage1_c0_c0_c0_c0(vec4(1.0));
if (t.x < 0.0) {
_output = uleftBorderColor_Stage1_c0_c0;
} else if (t.x > 1.0) {
_output = urightBorderColor_Stage1_c0_c0;
} else {
_output = DualIntervalGradientColorizer_Stage1_c0_c0_c1_c0(t);
}
{
_output.xyz *= _output.w;
}
return _output;
}
vec4 light_Stage3(vec3 normal, vec3 surfaceToLight, vec3 lightColor) {
float colorScale = uKD_Stage3 * dot(normal, surfaceToLight);
return vec4(lightColor * clamp(colorScale, 0.0, 1.0), 1.0);
}
float sobel_Stage3(float a, float b, float c, float d, float e, float f, float scale) {
return (((((-a + b) - 2.0 * c) + 2.0 * d) - e) + f) * scale;
}
vec3 pointToNormal_Stage3(float x, float y, float scale) {
return normalize(vec3(-x * scale, -y * scale, 1.0));
}
vec3 normal_Stage3(float m[9], float surfaceScale) {
return pointToNormal_Stage3(sobel_Stage3(m[1], m[2], m[4], m[5], 0.0, 0.0, 0.66666698455810547), sobel_Stage3(0.0, 0.0, m[1], m[4], m[2], m[5], 0.66666698455810547), surfaceScale);
}
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 outputCoverage_Stage0;
{
outputCoverage_Stage0 = vec4(uCoverage_Stage0);
}
vec4 output_Stage1;
{
output_Stage1 = blend_dst_in(outputCoverage_Stage0, ClampedGradientEffect_Stage1_c0_c0(vec4(1.0)));
}
vec4 output_Stage2;
{
vec2 dxy0 = uinnerRect_Stage2.xy - gl_FragCoord.xy;
vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage2.zw;
vec2 dxy = max(max(dxy0, dxy1), 0.0);
float alpha = clamp(uradiusPlusHalf_Stage2.x - length(dxy), 0.0, 1.0);
alpha = 1.0 - alpha;
output_Stage2 = output_Stage1 * alpha;
}
vec4 output_Stage3;
{
vec2 coord = vTransformedCoords_1_Stage0;
float m[9];
vec4 temp0;
{
vec2 origCoord = coord + vec2(-1.0, 1.0) * uImageIncrement_Stage3;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage3.xy, uTexDom_Stage3.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage3, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage3.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage3.y);
if (err > uDecalParams_Stage3.z) {
err = 1.0;
} else if (uDecalParams_Stage3.z < 1.0) {
err = 0.0;
}
temp0 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
m[0] = temp0.w;
vec4 temp1;
{
vec2 origCoord = coord + vec2(0.0, 1.0) * uImageIncrement_Stage3;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage3.xy, uTexDom_Stage3.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage3, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage3.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage3.y);
if (err > uDecalParams_Stage3.z) {
err = 1.0;
} else if (uDecalParams_Stage3.z < 1.0) {
err = 0.0;
}
temp1 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
m[1] = temp1.w;
vec4 temp2;
{
vec2 origCoord = coord + uImageIncrement_Stage3;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage3.xy, uTexDom_Stage3.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage3, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage3.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage3.y);
if (err > uDecalParams_Stage3.z) {
err = 1.0;
} else if (uDecalParams_Stage3.z < 1.0) {
err = 0.0;
}
temp2 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
m[2] = temp2.w;
vec4 temp3;
{
vec2 origCoord = coord + vec2(-1.0, 0.0) * uImageIncrement_Stage3;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage3.xy, uTexDom_Stage3.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage3, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage3.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage3.y);
if (err > uDecalParams_Stage3.z) {
err = 1.0;
} else if (uDecalParams_Stage3.z < 1.0) {
err = 0.0;
}
temp3 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
m[3] = temp3.w;
vec4 temp4;
{
vec2 origCoord = coord;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage3.xy, uTexDom_Stage3.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage3, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage3.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage3.y);
if (err > uDecalParams_Stage3.z) {
err = 1.0;
} else if (uDecalParams_Stage3.z < 1.0) {
err = 0.0;
}
temp4 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
m[4] = temp4.w;
vec4 temp5;
{
vec2 origCoord = coord + vec2(1.0, 0.0) * uImageIncrement_Stage3;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage3.xy, uTexDom_Stage3.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage3, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage3.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage3.y);
if (err > uDecalParams_Stage3.z) {
err = 1.0;
} else if (uDecalParams_Stage3.z < 1.0) {
err = 0.0;
}
temp5 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
m[5] = temp5.w;
vec4 temp6;
{
vec2 origCoord = coord + vec2(-1.0, -1.0) * uImageIncrement_Stage3;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage3.xy, uTexDom_Stage3.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage3, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage3.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage3.y);
if (err > uDecalParams_Stage3.z) {
err = 1.0;
} else if (uDecalParams_Stage3.z < 1.0) {
err = 0.0;
}
temp6 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
m[6] = temp6.w;
vec4 temp7;
{
vec2 origCoord = coord + vec2(0.0, -1.0) * uImageIncrement_Stage3;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage3.xy, uTexDom_Stage3.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage3, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage3.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage3.y);
if (err > uDecalParams_Stage3.z) {
err = 1.0;
} else if (uDecalParams_Stage3.z < 1.0) {
err = 0.0;
}
temp7 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
m[7] = temp7.w;
vec4 temp8;
{
vec2 origCoord = coord + vec2(1.0, -1.0) * uImageIncrement_Stage3;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage3.xy, uTexDom_Stage3.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage3, clampedCoord);
float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage3.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage3.y);
if (err > uDecalParams_Stage3.z) {
err = 1.0;
} else if (uDecalParams_Stage3.z < 1.0) {
err = 0.0;
}
temp8 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
}
m[8] = temp8.w;
vec3 surfaceToLight = normalize(uLightLocation_Stage3 - vec3(gl_FragCoord.xy, uSurfaceScale_Stage3 * m[4]));
output_Stage3 = light_Stage3(normal_Stage3(m, uSurfaceScale_Stage3), surfaceToLight, uLightColor_Stage3);
output_Stage3 *= output_Stage2;
}
{
vec2 d = gl_FragCoord.xy - uellipse_Stage5.xy;
vec2 Z = d * uellipse_Stage5.zw;
float grad_dot = 4.0 * dot(Z, Z);
{
grad_dot = max(grad_dot, 1.1754999560161448e-38);
}
}
{
sk_FragColor = vec4(0.0);
}
}
[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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