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Diffstat (limited to 'shaders/skia/10-65.shader_test')
-rw-r--r-- | shaders/skia/10-65.shader_test | 151 |
1 files changed, 151 insertions, 0 deletions
diff --git a/shaders/skia/10-65.shader_test b/shaders/skia/10-65.shader_test new file mode 100644 index 0000000..fa96a86 --- /dev/null +++ b/shaders/skia/10-65.shader_test @@ -0,0 +1,151 @@ +[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 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 uscale0_1_Stage1_c0_c0_c1_c0; +uniform vec4 uscale2_3_Stage1_c0_c0_c1_c0; +uniform vec4 uscale4_5_Stage1_c0_c0_c1_c0; +uniform vec4 ubias0_1_Stage1_c0_c0_c1_c0; +uniform vec4 ubias2_3_Stage1_c0_c0_c1_c0; +uniform vec4 ubias4_5_Stage1_c0_c0_c1_c0; +uniform vec4 uthresholds1_7_Stage1_c0_c0_c1_c0; +uniform vec4 uthresholds9_13_Stage1_c0_c0_c1_c0; +uniform vec2 uDstTextureUpperLeft_Stage2; +uniform vec2 uDstTextureCoordScale_Stage2; +uniform sampler2D uDstTextureSampler_Stage2; +flat in vec4 vcolor_Stage0; +noperspective in vec2 vTransformedCoords_0_Stage0; +noperspective in vec4 varccoord_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 UnrolledBinaryGradientColorizer_Stage1_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + float t = _input.x; + vec4 scale, bias; + { + if (t < uthresholds1_7_Stage1_c0_c0_c1_c0.y) { + if (t < uthresholds1_7_Stage1_c0_c0_c1_c0.x) { + scale = uscale0_1_Stage1_c0_c0_c1_c0; + bias = ubias0_1_Stage1_c0_c0_c1_c0; + } else { + scale = uscale2_3_Stage1_c0_c0_c1_c0; + bias = ubias2_3_Stage1_c0_c0_c1_c0; + } + } else { + { + scale = uscale4_5_Stage1_c0_c0_c1_c0; + bias = ubias4_5_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 = UnrolledBinaryGradientColorizer_Stage1_c0_c0_c1_c0(t); + } + 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); +} +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; + outputCoverage_Stage0 = vec4(1.0); + if (vec2(0.0) != varccoord_Stage0.xy) { + float fn = dot(varccoord_Stage0.xy, varccoord_Stage0.xy) - 1.0; + if (fn > 0.0) { + outputCoverage_Stage0 = vec4(0.0); + } + } + } + vec4 output_Stage1; + { + output_Stage1 = blend_dst_in(outputColor_Stage0, ClampedGradientEffect_Stage1_c0_c0(vec4(1.0))); + } + { + if (all(lessThanEqual(outputCoverage_Stage0.xyz, vec3(0.0)))) { + discard; + } + vec2 _dstTexCoord = (gl_FragCoord.xy - uDstTextureUpperLeft_Stage2) * uDstTextureCoordScale_Stage2; + _dstTexCoord.y = 1.0 - _dstTexCoord.y; + vec4 _dstColor = texture(uDstTextureSampler_Stage2, _dstTexCoord); + sk_FragColor = blend_plus(output_Stage1, _dstColor); + sk_FragColor = outputCoverage_Stage0 * sk_FragColor + (vec4(1.0) - outputCoverage_Stage0) * _dstColor; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uCoordTransformMatrix_0_Stage0; +in vec4 radii_selector; +in vec4 corner_and_radius_outsets; +in vec4 skew; +in vec2 translate; +in vec4 radii_x; +in vec4 radii_y; +in vec4 color; +in vec4 local_rect; +flat out vec4 vcolor_Stage0; +noperspective out vec2 vTransformedCoords_0_Stage0; +noperspective out vec4 varccoord_Stage0; +void main() { + vcolor_Stage0 = color; + vec2 corner = corner_and_radius_outsets.xy; + vec2 radius_outset = corner_and_radius_outsets.zw; + vec2 radii; + radii.x = dot(radii_selector, radii_x); + radii.y = dot(radii_selector, radii_y); + bool is_arc_section = radii.x > 0.0; + radii = abs(radii); + vec2 vertexpos = corner + radius_outset * radii; + vec2 localcoord = (local_rect.xy * (1.0 - vertexpos) + local_rect.zw * (1.0 + vertexpos)) * 0.5; + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localcoord, 1.0)).xy; + mat2 skewmatrix = mat2(skew.xy, skew.zw); + vec2 devcoord = vertexpos * skewmatrix + translate; + if (is_arc_section) { + varccoord_Stage0.xy = 1.0 - abs(radius_outset); + mat2 derivatives = inverse(skewmatrix); + varccoord_Stage0.zw = derivatives * (((varccoord_Stage0.xy / radii) * corner) * 2.0); + } else { + varccoord_Stage0 = vec4(0.0); + } + gl_Position = vec4(devcoord.x, devcoord.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); +} + |