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-rw-r--r--shaders/skia/16-240.shader_test111
1 files changed, 111 insertions, 0 deletions
diff --git a/shaders/skia/16-240.shader_test b/shaders/skia/16-240.shader_test
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+++ b/shaders/skia/16-240.shader_test
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+[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 vec4 ucolor_Stage1_c0_c0_c1_c0;
+uniform vec4 ucircleData_Stage1_c1_c0;
+uniform sampler2D uTextureSampler_0_Stage0;
+uniform sampler2D uTextureSampler_0_Stage1;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+noperspective in vec2 vtextureCoords_Stage0;
+flat in vec4 vtextureDomain_Stage0;
+flat in vec4 vcolor_Stage0;
+vec4 Dither_Stage1_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ _output = _input;
+ float value;
+ {
+ uint x = uint(vTransformedCoords_0_Stage0.x);
+ uint y = uint(vTransformedCoords_0_Stage0.y);
+ uint m = (((((y & 1u) << 5u | (x & 1u) << 4u) | (y & 2u) << 2u) | (x & 2u) << 1u) | (y & 4u) >> 1u) | (x & 4u) >> 2u;
+ value = float(m) / 64.0 - 0.4921875;
+ }
+ _output = vec4(clamp(_output.xyz + value * 0.066666670143604279, 0.0, _output.w), _output.w);
+ return _output;
+}
+vec4 ConstColorProcessor_Stage1_c0_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ {
+ _output = ucolor_Stage1_c0_c0_c1_c0;
+ }
+ return _output;
+}
+float _blend_overlay_component(float sc, float sa, float dc, float da) {
+ if (2.0 * dc <= da) {
+ return (2.0 * sc) * dc;
+ }
+ return sa * da - (2.0 * (da - dc)) * (sa - sc);
+}
+vec4 blend_overlay(vec4 src, vec4 dst) {
+ vec4 result = vec4(_blend_overlay_component(src.x, src.w, dst.x, dst.w), _blend_overlay_component(src.y, src.w, dst.y, dst.w), _blend_overlay_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w);
+ result.xyz += dst.xyz * (1.0 - src.w) + src.xyz * (1.0 - dst.w);
+ return result;
+}
+vec4 ComposeTwo_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_overlay(Dither_Stage1_c0_c0_c0_c0(inputColor), ConstColorProcessor_Stage1_c0_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+vec4 CircleBlurFragmentProcessor_Stage1_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec2 vec = vec2((gl_FragCoord.x - ucircleData_Stage1_c1_c0.x) * ucircleData_Stage1_c1_c0.w, (gl_FragCoord.y - ucircleData_Stage1_c1_c0.y) * ucircleData_Stage1_c1_c0.w);
+ float dist = length(vec) + (0.5 - ucircleData_Stage1_c1_c0.z) * ucircleData_Stage1_c1_c0.w;
+ _output = _input * texture(uTextureSampler_0_Stage1, vec2(dist, 0.5)).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);
+}
+void main() {
+ vec4 outputColor_Stage0;
+ {
+ vec2 textureCoords;
+ textureCoords = vtextureCoords_Stage0;
+ vec4 textureDomain;
+ textureDomain = vtextureDomain_Stage0;
+ outputColor_Stage0 = vcolor_Stage0;
+ outputColor_Stage0 = texture(uTextureSampler_0_Stage0, clamp(textureCoords, textureDomain.xy, textureDomain.zw)) * outputColor_Stage0;
+ }
+ vec4 output_Stage1;
+ {
+ vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
+ output_Stage1 = blend_exclusion(ComposeTwo_Stage1_c0_c0(inputColor), CircleBlurFragmentProcessor_Stage1_c1_c0(inputColor));
+ output_Stage1 *= outputColor_Stage0.w;
+ }
+ {
+ sk_FragColor = output_Stage1;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+in vec2 position;
+in vec2 textureCoords;
+in vec4 textureDomain;
+in vec4 color;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+noperspective out vec2 vtextureCoords_Stage0;
+flat out vec4 vtextureDomain_Stage0;
+flat out vec4 vcolor_Stage0;
+void main() {
+ vec2 pos2 = position;
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(textureCoords, 1.0)).xy;
+ vtextureCoords_Stage0 = textureCoords;
+ vtextureDomain_Stage0 = textureDomain;
+ vcolor_Stage0 = color;
+ 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);
+}
+