diff options
Diffstat (limited to 'shaders/skia/1045.shader_test')
-rw-r--r-- | shaders/skia/1045.shader_test | 93 |
1 files changed, 93 insertions, 0 deletions
diff --git a/shaders/skia/1045.shader_test b/shaders/skia/1045.shader_test new file mode 100644 index 0000000..95ac471 --- /dev/null +++ b/shaders/skia/1045.shader_test @@ -0,0 +1,93 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform vec4 uColor_Stage0; +uniform vec4 uleftBorderColor_Stage2_c0_c0; +uniform vec4 urightBorderColor_Stage2_c0_c0; +uniform vec4 uscale01_Stage2_c0_c0_c1_c0; +uniform vec4 ubias01_Stage2_c0_c0_c1_c0; +uniform vec4 uscale23_Stage2_c0_c0_c1_c0; +uniform vec4 ubias23_Stage2_c0_c0_c1_c0; +uniform float uthreshold_Stage2_c0_c0_c1_c0; +in vec2 vTransformedCoords_0_Stage0; +vec4 RadialGradientLayout_Stage2_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + float t = length(vTransformedCoords_0_Stage0); + _output = vec4(t, 1.0, 0.0, 0.0); + return _output; +} +vec4 DualIntervalGradientColorizer_Stage2_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + float t = _input.x; + vec4 scale, bias; + if (t < uthreshold_Stage2_c0_c0_c1_c0) { + scale = uscale01_Stage2_c0_c0_c1_c0; + bias = ubias01_Stage2_c0_c0_c1_c0; + } else { + scale = uscale23_Stage2_c0_c0_c1_c0; + bias = ubias23_Stage2_c0_c0_c1_c0; + } + _output = t * scale + bias; + return _output; +} +vec4 ClampedGradientEffect_Stage2_c0_c0(vec4 _input) { + vec4 _output; + vec4 t = RadialGradientLayout_Stage2_c0_c0_c0_c0(vec4(1.0)); + if (t.x < 0.0) { + _output = uleftBorderColor_Stage2_c0_c0; + } else if (t.x > 1.0) { + _output = urightBorderColor_Stage2_c0_c0; + } else { + _output = DualIntervalGradientColorizer_Stage2_c0_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 alpha = clamp(1.0, 0.0, 1.0); + output_Stage1 = vec4(clamp(vec4(1.0).xyz, 0.0, alpha), alpha); + } + } + vec4 output_Stage2; + { + output_Stage2 = blend_dst_in(output_Stage1, ClampedGradientEffect_Stage2_c0_c0(vec4(1.0))); + } + { + sk_FragColor = (vec4(1.0) - outputColor_Stage0) * output_Stage2; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uViewM_Stage0; +uniform mat3 uCoordTransformMatrix_0_Stage0; +in vec2 inPosition; +out vec2 vTransformedCoords_0_Stage0; +void main() { + vec3 pos3 = uViewM_Stage0 * vec3(inPosition, 1.0); + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy; + 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); +} + |