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-rw-r--r--shaders/skia/1384.shader_test386
1 files changed, 386 insertions, 0 deletions
diff --git a/shaders/skia/1384.shader_test b/shaders/skia/1384.shader_test
new file mode 100644
index 0000000..73e012a
--- /dev/null
+++ b/shaders/skia/1384.shader_test
@@ -0,0 +1,386 @@
+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+#extension GL_KHR_blend_equation_advanced : require
+#extension GL_ARB_fragment_coord_conventions : require
+layout(origin_upper_left) in vec4 gl_FragCoord;
+out vec4 sk_FragColor;
+layout (blend_support_all_equations) out ;
+uniform mat4 um_Stage1_c0_c0_c0_c0_c0_c0;
+uniform vec4 uv_Stage1_c0_c0_c0_c0_c0_c0;
+uniform mat4 um_Stage1_c0_c0_c0_c0_c1_c0;
+uniform vec4 uv_Stage1_c0_c0_c0_c0_c1_c0;
+uniform vec4 uboundsUniform_Stage1_c0_c0_c1_c0_c1_c0;
+uniform float uxInvZoom_Stage1_c0_c0_c1_c0_c1_c0;
+uniform float uyInvZoom_Stage1_c0_c0_c1_c0_c1_c0;
+uniform float uxInvInset_Stage1_c0_c0_c1_c0_c1_c0;
+uniform float uyInvInset_Stage1_c0_c0_c1_c0_c1_c0;
+uniform vec2 uoffset_Stage1_c0_c0_c1_c0_c1_c0;
+uniform vec2 uImageIncrement_Stage1_c1_c0_c0_c0_c0_c0;
+uniform vec4 uKernel_Stage1_c1_c0_c0_c0_c0_c0[2];
+uniform vec2 uKernelOffset_Stage1_c1_c0_c0_c0_c0_c0;
+uniform float uGain_Stage1_c1_c0_c0_c0_c0_c0;
+uniform float uBias_Stage1_c1_c0_c0_c0_c0_c0;
+uniform vec4 uTexDom_Stage1_c1_c0_c0_c0_c0_c0;
+uniform vec4 ucolor0_Stage1_c1_c0_c0_c0_c1_c0;
+uniform vec4 ucolor1_Stage1_c1_c0_c0_c0_c1_c0;
+uniform vec4 ucolor2_Stage1_c1_c0_c0_c0_c1_c0;
+uniform vec4 ucolor3_Stage1_c1_c0_c0_c0_c1_c0;
+uniform vec4 ucolor4_Stage1_c1_c0_c0_c0_c1_c0;
+uniform vec4 ucolor5_Stage1_c1_c0_c0_c0_c1_c0;
+uniform vec4 uinnerRect_Stage1_c1_c0_c1_c0_c0_c0;
+uniform vec2 uinvRadiiXY_Stage1_c1_c0_c1_c0_c0_c0;
+uniform float ucornerRadius_Stage1_c1_c0_c1_c0_c1_c0;
+uniform vec4 uproxyRect_Stage1_c1_c0_c1_c0_c1_c0;
+uniform float ublurRadius_Stage1_c1_c0_c1_c0_c1_c0;
+uniform sampler2D uTextureSampler_0_Stage1;
+uniform sampler2D uTextureSampler_1_Stage1;
+uniform sampler2D uTextureSampler_2_Stage1;
+uniform sampler2D uTextureSampler_3_Stage1;
+noperspective in vec2 vEllipseOffsets_Stage0;
+noperspective in vec4 vEllipseRadii_Stage0;
+noperspective in vec4 vinColor_Stage0;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+noperspective in vec2 vTransformedCoords_1_Stage0;
+noperspective in vec2 vTransformedCoords_2_Stage0;
+vec4 ColorMatrixFragmentProcessor_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = _input;
+ {
+ float nonZeroAlpha = max(inputColor.w, 9.9999997473787516e-05);
+ inputColor = vec4(inputColor.xyz / nonZeroAlpha, inputColor.w);
+ }
+ _output = um_Stage1_c0_c0_c0_c0_c0_c0 * inputColor + uv_Stage1_c0_c0_c0_c0_c0_c0;
+ {
+ _output = clamp(_output, 0.0, 1.0);
+ }
+ {
+ _output.xyz *= _output.w;
+ }
+ return _output;
+}
+vec4 ColorMatrixFragmentProcessor_Stage1_c0_c0_c0_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = _input;
+ _output = um_Stage1_c0_c0_c0_c0_c1_c0 * inputColor + uv_Stage1_c0_c0_c0_c0_c1_c0;
+ {
+ _output = clamp(_output, 0.0, 1.0);
+ }
+ {
+ _output.xyz *= _output.w;
+ }
+ return _output;
+}
+vec4 blend_dst_out(vec4 src, vec4 dst) {
+ return (1.0 - src.w) * dst;
+}
+vec4 ComposeTwo_Stage1_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_dst_out(ColorMatrixFragmentProcessor_Stage1_c0_c0_c0_c0_c0_c0(inputColor), ColorMatrixFragmentProcessor_Stage1_c0_c0_c0_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+vec4 ColorTableEffect_Stage1_c0_c0_c1_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ float nonZeroAlpha = max(_input.w, 9.9999997473787516e-05);
+ vec4 coord = vec4(_input.xyz / nonZeroAlpha, nonZeroAlpha);
+ coord = coord * 0.9960939884185791 + vec4(0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579);
+ _output.w = texture(uTextureSampler_0_Stage1, vec2(coord.w, 0.125)).w;
+ _output.x = texture(uTextureSampler_0_Stage1, vec2(coord.x, 0.375)).w;
+ _output.y = texture(uTextureSampler_0_Stage1, vec2(coord.y, 0.625)).w;
+ _output.z = texture(uTextureSampler_0_Stage1, vec2(coord.z, 0.875)).w;
+ _output.xyz *= _output.w;
+ return _output;
+}
+vec4 MagnifierEffect_Stage1_c0_c0_c1_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec2 coord = vTransformedCoords_0_Stage0;
+ vec2 zoom_coord = uoffset_Stage1_c0_c0_c1_c0_c1_c0 + coord * vec2(uxInvZoom_Stage1_c0_c0_c1_c0_c1_c0, uyInvZoom_Stage1_c0_c0_c1_c0_c1_c0);
+ vec2 delta = (coord - uboundsUniform_Stage1_c0_c0_c1_c0_c1_c0.xy) * uboundsUniform_Stage1_c0_c0_c1_c0_c1_c0.zw;
+ delta = min(delta, vec2(1.0, 1.0) - delta);
+ delta *= vec2(uxInvInset_Stage1_c0_c0_c1_c0_c1_c0, uyInvInset_Stage1_c0_c0_c1_c0_c1_c0);
+ float weight = 0.0;
+ 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);
+ weight = min(dist * dist, 1.0);
+ } else {
+ vec2 delta_squared = delta * delta;
+ weight = min(min(delta_squared.x, delta_squared.y), 1.0);
+ }
+ _output = texture(uTextureSampler_1_Stage1, mix(coord, zoom_coord, weight));
+ return _output;
+}
+vec4 blend_screen(vec4 src, vec4 dst) {
+ return src + (1.0 - src) * dst;
+}
+vec4 ComposeTwo_Stage1_c0_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_screen(ColorTableEffect_Stage1_c0_c0_c1_c0_c0_c0(inputColor), MagnifierEffect_Stage1_c0_c0_c1_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+vec4 blend_exclusion(vec4 src, vec4 dst) {
+ return vec4((dst.xyz + src.xyz) - (2.0 * dst.xyz) * src.xyz, src.w + (1.0 - src.w) * dst.w);
+}
+vec4 ComposeTwo_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_exclusion(ComposeTwo_Stage1_c0_c0_c0_c0(inputColor), ComposeTwo_Stage1_c0_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+vec4 MatrixConvolution_Stage1_c1_c0_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
+ vec2 coord = vTransformedCoords_1_Stage0 - uKernelOffset_Stage1_c1_c0_c0_c0_c0_c0 * uImageIncrement_Stage1_c1_c0_c0_c0_c0_c0;
+ vec4 c;
+ {
+ float k = uKernel_Stage1_c1_c0_c0_c0_c0_c0[0].x;
+ {
+ vec2 origCoord = coord;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_2_Stage1, clampedCoord);
+ c = textureColor;
+ }
+ c.xyz /= c.w;
+ c.xyz = clamp(c.xyz, 0.0, 1.0);
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage1_c1_c0_c0_c0_c0_c0[0].y;
+ {
+ vec2 origCoord = coord + vec2(1.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0_c0_c0;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_2_Stage1, clampedCoord);
+ c = textureColor;
+ }
+ c.xyz /= c.w;
+ c.xyz = clamp(c.xyz, 0.0, 1.0);
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage1_c1_c0_c0_c0_c0_c0[0].z;
+ {
+ vec2 origCoord = coord + vec2(2.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0_c0_c0;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_2_Stage1, clampedCoord);
+ c = textureColor;
+ }
+ c.xyz /= c.w;
+ c.xyz = clamp(c.xyz, 0.0, 1.0);
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage1_c1_c0_c0_c0_c0_c0[0].w;
+ {
+ vec2 origCoord = coord + vec2(3.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0_c0_c0;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_2_Stage1, clampedCoord);
+ c = textureColor;
+ }
+ c.xyz /= c.w;
+ c.xyz = clamp(c.xyz, 0.0, 1.0);
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage1_c1_c0_c0_c0_c0_c0[1].x;
+ {
+ vec2 origCoord = coord + vec2(4.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0_c0_c0;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_2_Stage1, clampedCoord);
+ c = textureColor;
+ }
+ c.xyz /= c.w;
+ c.xyz = clamp(c.xyz, 0.0, 1.0);
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage1_c1_c0_c0_c0_c0_c0[1].y;
+ {
+ vec2 origCoord = coord + vec2(5.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0_c0_c0;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_2_Stage1, clampedCoord);
+ c = textureColor;
+ }
+ c.xyz /= c.w;
+ c.xyz = clamp(c.xyz, 0.0, 1.0);
+ sum += c * k;
+ }
+ {
+ vec2 origCoord = vTransformedCoords_1_Stage0;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_2_Stage1, clampedCoord);
+ c = textureColor;
+ }
+ _output.w = c.w;
+ _output.xyz = clamp(sum.xyz * uGain_Stage1_c1_c0_c0_c0_c0_c0 + uBias_Stage1_c1_c0_c0_c0_c0_c0, 0.0, 1.0);
+ _output.xyz *= _output.w;
+ _output *= _input;
+ return _output;
+}
+vec4 Overdraw_Stage1_c1_c0_c0_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ _output = _input;
+ float alpha = 255.0 * _output.w;
+ if (alpha < 0.5) {
+ _output = ucolor0_Stage1_c1_c0_c0_c0_c1_c0;
+ } else if (alpha < 1.5) {
+ _output = ucolor1_Stage1_c1_c0_c0_c0_c1_c0;
+ } else if (alpha < 2.5) {
+ _output = ucolor2_Stage1_c1_c0_c0_c0_c1_c0;
+ } else if (alpha < 3.5) {
+ _output = ucolor3_Stage1_c1_c0_c0_c0_c1_c0;
+ } else if (alpha < 4.5) {
+ _output = ucolor4_Stage1_c1_c0_c0_c0_c1_c0;
+ } else {
+ _output = ucolor5_Stage1_c1_c0_c0_c0_c1_c0;
+ }
+ return _output;
+}
+vec4 blend_src_atop(vec4 src, vec4 dst) {
+ return dst.w * src + (1.0 - src.w) * dst;
+}
+vec4 ComposeTwo_Stage1_c1_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_src_atop(MatrixConvolution_Stage1_c1_c0_c0_c0_c0_c0(inputColor), Overdraw_Stage1_c1_c0_c0_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+vec4 EllipticalRRect_Stage1_c1_c0_c1_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec2 dxy0 = uinnerRect_Stage1_c1_c0_c1_c0_c0_c0.xy - gl_FragCoord.xy;
+ vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage1_c1_c0_c1_c0_c0_c0.zw;
+ vec2 dxy = max(max(dxy0, dxy1), 0.0);
+ vec2 Z = dxy * uinvRadiiXY_Stage1_c1_c0_c1_c0_c0_c0;
+ float implicit = dot(Z, dxy) - 1.0;
+ float grad_dot = 4.0 * dot(Z, Z);
+ grad_dot = max(grad_dot, 9.9999997473787516e-05);
+ float approx_dist = implicit * inversesqrt(grad_dot);
+ float alpha = clamp(0.5 - approx_dist, 0.0, 1.0);
+ _output = _input * alpha;
+ return _output;
+}
+vec4 RRectBlurEffect_Stage1_c1_c0_c1_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec2 translatedFragPos = gl_FragCoord.xy - uproxyRect_Stage1_c1_c0_c1_c0_c1_c0.xy;
+ float threshold = ucornerRadius_Stage1_c1_c0_c1_c0_c1_c0 + 2.0 * ublurRadius_Stage1_c1_c0_c1_c0_c1_c0;
+ vec2 middle = (uproxyRect_Stage1_c1_c0_c1_c0_c1_c0.zw - uproxyRect_Stage1_c1_c0_c1_c0_c1_c0.xy) - 2.0 * threshold;
+ if (translatedFragPos.x >= threshold && translatedFragPos.x < middle.x + threshold) {
+ translatedFragPos.x = threshold;
+ } else if (translatedFragPos.x >= middle.x + threshold) {
+ translatedFragPos.x -= middle.x - 1.0;
+ }
+ if (translatedFragPos.y > threshold && translatedFragPos.y < middle.y + threshold) {
+ translatedFragPos.y = threshold;
+ } else if (translatedFragPos.y >= middle.y + threshold) {
+ translatedFragPos.y -= middle.y - 1.0;
+ }
+ vec2 proxyDims = vec2(2.0 * threshold + 1.0);
+ vec2 texCoord = translatedFragPos / proxyDims;
+ _output = _input * texture(uTextureSampler_3_Stage1, texCoord);
+ return _output;
+}
+vec4 blend_dst_atop(vec4 src, vec4 dst) {
+ return (1.0 - dst.w) * src + src.w * dst;
+}
+vec4 ComposeTwo_Stage1_c1_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_dst_atop(EllipticalRRect_Stage1_c1_c0_c1_c0_c0_c0(inputColor), RRectBlurEffect_Stage1_c1_c0_c1_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+vec4 blend_src_over(vec4 src, vec4 dst) {
+ return src + (1.0 - src.w) * dst;
+}
+vec4 blend_lighten(vec4 src, vec4 dst) {
+ vec4 result = blend_src_over(src, dst);
+ result.xyz = max(result.xyz, (1.0 - dst.w) * src.xyz + dst.xyz);
+ return result;
+}
+vec4 ComposeTwo_Stage1_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_lighten(ComposeTwo_Stage1_c1_c0_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+vec4 blend_src_out(vec4 src, vec4 dst) {
+ return (1.0 - dst.w) * src;
+}
+void main() {
+ vec4 outputColor_Stage0;
+ vec4 outputCoverage_Stage0;
+ {
+ outputColor_Stage0 = vinColor_Stage0;
+ vec2 offset = vEllipseOffsets_Stage0;
+ offset *= vEllipseRadii_Stage0.xy;
+ float test = dot(offset, offset) - 1.0;
+ vec2 grad = (2.0 * offset) * vEllipseRadii_Stage0.xy;
+ float grad_dot = dot(grad, grad);
+ grad_dot = max(grad_dot, 1.1754999560161448e-38);
+ float invlen = inversesqrt(grad_dot);
+ float edgeAlpha = clamp(0.5 - test * invlen, 0.0, 1.0);
+ offset = vEllipseOffsets_Stage0 * vEllipseRadii_Stage0.zw;
+ test = dot(offset, offset) - 1.0;
+ grad = (2.0 * offset) * vEllipseRadii_Stage0.zw;
+ grad_dot = dot(grad, grad);
+ invlen = inversesqrt(grad_dot);
+ edgeAlpha *= clamp(0.5 + test * invlen, 0.0, 1.0);
+ outputCoverage_Stage0 = vec4(edgeAlpha);
+ }
+ vec4 output_Stage1;
+ {
+ vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
+ output_Stage1 = blend_src_out(ComposeTwo_Stage1_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0(inputColor));
+ output_Stage1 *= outputColor_Stage0.w;
+ }
+ {
+ sk_FragColor = outputCoverage_Stage0 * output_Stage1;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+uniform mat3 uCoordTransformMatrix_1_Stage0;
+uniform mat3 uCoordTransformMatrix_2_Stage0;
+in vec2 inPosition;
+in vec4 inColor;
+in vec2 inEllipseOffset;
+in vec4 inEllipseRadii;
+noperspective out vec2 vEllipseOffsets_Stage0;
+noperspective out vec4 vEllipseRadii_Stage0;
+noperspective out vec4 vinColor_Stage0;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+noperspective out vec2 vTransformedCoords_1_Stage0;
+noperspective out vec2 vTransformedCoords_2_Stage0;
+void main() {
+ vEllipseOffsets_Stage0 = inEllipseOffset;
+ vEllipseRadii_Stage0 = inEllipseRadii;
+ vinColor_Stage0 = inColor;
+ vec2 pos2 = inPosition;
+ 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;
+ 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);
+}
+