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-rw-r--r--shaders/skia/16-188.shader_test122
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diff --git a/shaders/skia/16-188.shader_test b/shaders/skia/16-188.shader_test
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+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+uniform float uweight_Stage1;
+uniform vec4 uleftBorderColor_Stage1_c1_c0_c0_c0_c0_c0;
+uniform vec4 urightBorderColor_Stage1_c1_c0_c0_c0_c0_c0;
+uniform vec4 ustart_Stage1_c1_c0_c0_c0_c0_c0_c1_c0;
+uniform vec4 uend_Stage1_c1_c0_c0_c0_c0_c0_c1_c0;
+uniform sampler2D uTextureSampler_0_Stage1;
+uniform sampler2D uTextureSampler_1_Stage1;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+noperspective in vec2 vTransformedCoords_1_Stage0;
+noperspective in vec2 vTransformedCoords_2_Stage0;
+flat in vec4 vcolor_Stage0;
+vec4 TextureEffect_Stage1_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ _output = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0) * _input;
+ return _output;
+}
+vec4 OverrideInputFragmentProcessor_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ _output = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0, 1.0, 1.0, 1.0));
+ return _output;
+}
+vec4 RadialGradientLayout_Stage1_c1_c0_c0_c0_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ float t = length(vTransformedCoords_1_Stage0);
+ _output = vec4(t, 1.0, 0.0, 0.0);
+ return _output;
+}
+vec4 SingleIntervalGradientColorizer_Stage1_c1_c0_c0_c0_c0_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ float t = _input.x;
+ _output = (1.0 - t) * ustart_Stage1_c1_c0_c0_c0_c0_c0_c1_c0 + t * uend_Stage1_c1_c0_c0_c0_c0_c0_c1_c0;
+ return _output;
+}
+vec4 ClampedGradientEffect_Stage1_c1_c0_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 t = RadialGradientLayout_Stage1_c1_c0_c0_c0_c0_c0_c0_c0(vec4(1.0));
+ if (t.x < 0.0) {
+ _output = uleftBorderColor_Stage1_c1_c0_c0_c0_c0_c0;
+ } else if (t.x > 1.0) {
+ _output = urightBorderColor_Stage1_c1_c0_c0_c0_c0_c0;
+ } else {
+ _output = SingleIntervalGradientColorizer_Stage1_c1_c0_c0_c0_c0_c0_c1_c0(t);
+ }
+ return _output;
+}
+vec4 OverrideInputFragmentProcessor_Stage1_c1_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ _output = ClampedGradientEffect_Stage1_c1_c0_c0_c0_c0_c0(vec4(1.0, 1.0, 1.0, 1.0));
+ return _output;
+}
+vec4 TextureEffect_Stage1_c1_c0_c1_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ _output = texture(uTextureSampler_1_Stage1, vTransformedCoords_2_Stage0) * _input;
+ return _output;
+}
+vec4 OverrideInputFragmentProcessor_Stage1_c1_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ _output = TextureEffect_Stage1_c1_c0_c1_c0_c0_c0(vec4(1.0, 1.0, 1.0, 1.0));
+ return _output;
+}
+float _guarded_divide(float n, float d) {
+ return n / d;
+}
+float _color_burn_component(float sc, float sa, float dc, float da) {
+ if (da == dc) {
+ return (sa * da + sc * (1.0 - da)) + dc * (1.0 - sa);
+ } else if (sc == 0.0) {
+ return dc * (1.0 - sa);
+ }
+ float d = max(0.0, da - _guarded_divide((da - dc) * sa, sc));
+ return (d * sa + sc * (1.0 - da)) + dc * (1.0 - sa);
+}
+vec4 blend_color_burn(vec4 src, vec4 dst) {
+ return vec4(_color_burn_component(src.x, src.w, dst.x, dst.w), _color_burn_component(src.y, src.w, dst.y, dst.w), _color_burn_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w);
+}
+vec4 ComposeTwo_Stage1_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_color_burn(OverrideInputFragmentProcessor_Stage1_c1_c0_c0_c0(inputColor), OverrideInputFragmentProcessor_Stage1_c1_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+void main() {
+ vec4 output_Stage1;
+ {
+ output_Stage1 = mix(OverrideInputFragmentProcessor_Stage1_c0_c0(vec4(1.0)), ComposeTwo_Stage1_c1_c0(vec4(1.0)), uweight_Stage1);
+ }
+ {
+ sk_FragColor = 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 position;
+in vec4 color;
+in vec2 localCoord;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+noperspective out vec2 vTransformedCoords_1_Stage0;
+noperspective out vec2 vTransformedCoords_2_Stage0;
+flat out vec4 vcolor_Stage0;
+void main() {
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy;
+ vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(localCoord, 1.0)).xy;
+ vTransformedCoords_2_Stage0 = (uCoordTransformMatrix_2_Stage0 * vec3(localCoord, 1.0)).xy;
+ vcolor_Stage0 = color;
+ gl_Position = vec4(position.x, position.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);
+}
+