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-rw-r--r--shaders/skia/1045.shader_test93
1 files changed, 93 insertions, 0 deletions
diff --git a/shaders/skia/1045.shader_test b/shaders/skia/1045.shader_test
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+++ b/shaders/skia/1045.shader_test
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+[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);
+}
+