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-rw-r--r--shaders/skia/1285.shader_test253
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diff --git a/shaders/skia/1285.shader_test b/shaders/skia/1285.shader_test
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+[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 uColor_Stage0;
+uniform vec3 uedges_Stage1[3];
+uniform vec4 uleftBorderColor_Stage2_c0_c0;
+uniform vec4 urightBorderColor_Stage2_c0_c0;
+uniform float ubias_Stage2_c0_c0_c0_c0;
+uniform float uscale_Stage2_c0_c0_c0_c0;
+uniform vec4 ustart_Stage2_c0_c0_c1_c0;
+uniform vec4 uend_Stage2_c0_c0_c1_c0;
+uniform vec4 uboundsUniform_Stage3;
+uniform float uxInvZoom_Stage3;
+uniform float uyInvZoom_Stage3;
+uniform float uxInvInset_Stage3;
+uniform float uyInvInset_Stage3;
+uniform vec2 uoffset_Stage3;
+uniform vec2 ubaseFrequency_Stage4;
+uniform float uz_Stage4;
+uniform vec4 ucolor_Stage5;
+uniform vec2 ufocalParams_Stage6_c1_c0_c0_c0;
+uniform vec4 uscale0_1_Stage6_c1_c0_c1_c0;
+uniform vec4 uscale2_3_Stage6_c1_c0_c1_c0;
+uniform vec4 uscale4_5_Stage6_c1_c0_c1_c0;
+uniform vec4 ubias0_1_Stage6_c1_c0_c1_c0;
+uniform vec4 ubias2_3_Stage6_c1_c0_c1_c0;
+uniform vec4 ubias4_5_Stage6_c1_c0_c1_c0;
+uniform vec4 uthresholds1_7_Stage6_c1_c0_c1_c0;
+uniform vec4 uthresholds9_13_Stage6_c1_c0_c1_c0;
+uniform sampler2D uTextureSampler_0_Stage3;
+uniform sampler2D uTextureSampler_0_Stage4;
+uniform sampler2D uTextureSampler_1_Stage4;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+noperspective in vec2 vTransformedCoords_1_Stage0;
+noperspective in vec2 vTransformedCoords_2_Stage0;
+noperspective in vec2 vTransformedCoords_3_Stage0;
+vec4 SweepGradientLayout_Stage2_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_Stage2_c0_c0_c0_c0) * uscale_Stage2_c0_c0_c0_c0;
+ _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 ClampedGradientEffect_Stage2_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 t = SweepGradientLayout_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 = SingleIntervalGradientColorizer_Stage2_c0_c0_c1_c0(t);
+ }
+ {
+ _output.xyz *= _output.w;
+ }
+ return _output;
+}
+vec3 fade_Stage4(vec3 t) {
+ return ((t * t) * t) * (t * (t * 6.0 - 15.0) + 10.0);
+}
+float perm_Stage4(float x) {
+ return texture(uTextureSampler_0_Stage4, vec2(fract(x / 256.0), 0.0)).x * 255.0;
+}
+float grad_Stage4(float x, vec3 p) {
+ return dot(texture(uTextureSampler_1_Stage4, vec2(fract(x / 16.0), 0.0)).xyz * 255.0 - vec3(1.0), p);
+}
+float lerp_Stage4(float a, float b, float w) {
+ return a + w * (b - a);
+}
+float noise_Stage4(vec3 p) {
+ vec3 P = mod(floor(p), 256.0);
+ p -= floor(p);
+ vec3 f = fade_Stage4(p);
+ float A = perm_Stage4(P.x) + P.y;
+ float AA = perm_Stage4(A) + P.z;
+ float AB = perm_Stage4(A + 1.0) + P.z;
+ float B = perm_Stage4(P.x + 1.0) + P.y;
+ float BA = perm_Stage4(B) + P.z;
+ float BB = perm_Stage4(B + 1.0) + P.z;
+ float result = lerp_Stage4(lerp_Stage4(lerp_Stage4(grad_Stage4(perm_Stage4(AA), p), grad_Stage4(perm_Stage4(BA), p + vec3(-1.0, 0.0, 0.0)), f.x), lerp_Stage4(grad_Stage4(perm_Stage4(AB), p + vec3(0.0, -1.0, 0.0)), grad_Stage4(perm_Stage4(BB), p + vec3(-1.0, -1.0, 0.0)), f.x), f.y), lerp_Stage4(lerp_Stage4(grad_Stage4(perm_Stage4(AA + 1.0), p + vec3(0.0, 0.0, -1.0)), grad_Stage4(perm_Stage4(BA + 1.0), p + vec3(-1.0, 0.0, -1.0)), f.x), lerp_Stage4(grad_Stage4(perm_Stage4(AB + 1.0), p + vec3(0.0, -1.0, -1.0)), grad_Stage4(perm_Stage4(BB + 1.0), p + vec3(-1.0, -1.0, -1.0)), f.x), f.y), f.z);
+ return result;
+}
+float noiseOctaves_Stage4(vec3 p) {
+ float result = 0.0;
+ float ratio = 1.0;
+ for (float i = 0.0;i < 9.0; i++) {
+ result += noise_Stage4(p) / ratio;
+ p *= 2.0;
+ ratio *= 2.0;
+ }
+ return (result + 1.0) / 2.0;
+}
+vec4 TwoPointConicalGradientLayout_Stage6_c1_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec2 p = vTransformedCoords_3_Stage0;
+ float t = -1.0;
+ {
+ {
+ float r0 = ufocalParams_Stage6_c1_c0_c0_c0.x;
+ {
+ t = -length(p) - r0;
+ }
+ }
+ }
+ _output = vec4(t, 1.0, 0.0, 0.0);
+ return _output;
+}
+vec4 UnrolledBinaryGradientColorizer_Stage6_c1_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ float t = _input.x;
+ vec4 scale, bias;
+ {
+ if (t < uthresholds1_7_Stage6_c1_c0_c1_c0.y) {
+ if (t < uthresholds1_7_Stage6_c1_c0_c1_c0.x) {
+ scale = uscale0_1_Stage6_c1_c0_c1_c0;
+ bias = ubias0_1_Stage6_c1_c0_c1_c0;
+ } else {
+ scale = uscale2_3_Stage6_c1_c0_c1_c0;
+ bias = ubias2_3_Stage6_c1_c0_c1_c0;
+ }
+ } else {
+ {
+ scale = uscale4_5_Stage6_c1_c0_c1_c0;
+ bias = ubias4_5_Stage6_c1_c0_c1_c0;
+ }
+ }
+ }
+ _output = t * scale + bias;
+ return _output;
+}
+vec4 TiledGradientEffect_Stage6_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec4 t = TwoPointConicalGradientLayout_Stage6_c1_c0_c0_c0(vec4(1.0));
+ if (t.y < 0.0) {
+ _output = vec4(0.0);
+ } else {
+ {
+ t.x = fract(t.x);
+ }
+ _output = UnrolledBinaryGradientColorizer_Stage6_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 = uColor_Stage0;
+ }
+ vec4 output_Stage1;
+ {
+ float alpha = 1.0;
+ float edge;
+ edge = dot(uedges_Stage1[0], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
+ edge = clamp(edge, 0.0, 1.0);
+ alpha *= edge;
+ edge = dot(uedges_Stage1[1], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
+ edge = clamp(edge, 0.0, 1.0);
+ alpha *= edge;
+ edge = dot(uedges_Stage1[2], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
+ edge = clamp(edge, 0.0, 1.0);
+ alpha *= edge;
+ alpha = 1.0 - alpha;
+ output_Stage1 = outputColor_Stage0 * alpha;
+ }
+ {
+ blend_dst_in(output_Stage1, ClampedGradientEffect_Stage2_c0_c0(vec4(1.0)));
+ }
+ {
+ vec2 coord = vTransformedCoords_1_Stage0;
+ vec2 delta = (coord - uboundsUniform_Stage3.xy) * uboundsUniform_Stage3.zw;
+ delta = min(delta, vec2(1.0, 1.0) - delta);
+ delta *= vec2(uxInvInset_Stage3, uyInvInset_Stage3);
+ if (delta.x < 2.0 && delta.y < 2.0) {
+ delta = vec2(2.0, 2.0) - delta;
+ float dist = length(delta);
+ dist = max(2.0 - dist, 0.0);
+ }
+ }
+ vec4 output_Stage4;
+ {
+ vec2 coords = vTransformedCoords_2_Stage0 * ubaseFrequency_Stage4;
+ float r = noiseOctaves_Stage4(vec3(coords, uz_Stage4));
+ float g = noiseOctaves_Stage4(vec3(coords, uz_Stage4));
+ float b = noiseOctaves_Stage4(vec3(coords, uz_Stage4));
+ float a = noiseOctaves_Stage4(vec3(coords, uz_Stage4));
+ output_Stage4 = vec4(r, g, b, a);
+ output_Stage4 = clamp(output_Stage4, 0.0, 1.0);
+ output_Stage4 = vec4(output_Stage4.xyz * output_Stage4.www, output_Stage4.w);
+ }
+ vec4 output_Stage5;
+ {
+ {
+ output_Stage5 = ucolor_Stage5;
+ }
+ }
+ vec4 output_Stage6;
+ {
+ output_Stage6 = blend_dst_in(vec4(1.0), TiledGradientEffect_Stage6_c1_c0(vec4(1.0)));
+ }
+ {
+ sk_FragColor = output_Stage5 * output_Stage6;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uViewM_Stage0;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+uniform mat3 uCoordTransformMatrix_1_Stage0;
+uniform mat3 uCoordTransformMatrix_2_Stage0;
+uniform mat3 uCoordTransformMatrix_3_Stage0;
+in vec2 inPosition;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+noperspective out vec2 vTransformedCoords_1_Stage0;
+noperspective out vec2 vTransformedCoords_2_Stage0;
+noperspective out vec2 vTransformedCoords_3_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;
+ vTransformedCoords_2_Stage0 = (uCoordTransformMatrix_2_Stage0 * vec3(inPosition, 1.0)).xy;
+ vTransformedCoords_3_Stage0 = (uCoordTransformMatrix_3_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);
+}
+