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-rw-r--r--shaders/skia/1621.shader_test93
1 files changed, 93 insertions, 0 deletions
diff --git a/shaders/skia/1621.shader_test b/shaders/skia/1621.shader_test
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+++ b/shaders/skia/1621.shader_test
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+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+uniform vec4 uColor_Stage0;
+uniform float ucornerRadius_Stage1;
+uniform vec4 uproxyRect_Stage1;
+uniform float ublurRadius_Stage1;
+uniform vec4 urectUniform_Stage2;
+uniform vec4 ucolor_Stage3;
+uniform vec4 uboundsUniform_Stage4;
+uniform float uxInvZoom_Stage4;
+uniform float uyInvZoom_Stage4;
+uniform float uxInvInset_Stage4;
+uniform float uyInvInset_Stage4;
+uniform vec2 uoffset_Stage4;
+uniform vec4 uinnerRect_Stage5;
+uniform vec2 uinvRadiiXY_Stage5;
+uniform sampler2D uTextureSampler_0_Stage1;
+uniform sampler2D uTextureSampler_0_Stage4;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+void main() {
+ {
+ vec2 translatedFragPos = gl_FragCoord.xy - uproxyRect_Stage1.xy;
+ float threshold = ucornerRadius_Stage1 + 2.0 * ublurRadius_Stage1;
+ vec2 middle = (uproxyRect_Stage1.zw - uproxyRect_Stage1.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;
+ }
+ }
+ vec4 output_Stage4;
+ {
+ vec2 coord = vTransformedCoords_0_Stage0;
+ vec2 zoom_coord = uoffset_Stage4 + coord * vec2(uxInvZoom_Stage4, uyInvZoom_Stage4);
+ vec2 delta = (coord - uboundsUniform_Stage4.xy) * uboundsUniform_Stage4.zw;
+ delta = min(delta, vec2(1.0, 1.0) - delta);
+ delta *= vec2(uxInvInset_Stage4, uyInvInset_Stage4);
+ 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_Stage4 = texture(uTextureSampler_0_Stage4, mix(coord, zoom_coord, weight));
+ }
+ vec4 output_Stage5;
+ {
+ vec2 dxy0 = uinnerRect_Stage5.xy - gl_FragCoord.xy;
+ vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage5.zw;
+ vec2 dxy = max(max(dxy0, dxy1), 0.0);
+ vec2 Z = dxy * uinvRadiiXY_Stage5;
+ 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_Stage5 = output_Stage4 * alpha;
+ }
+ {
+ sk_FragColor = output_Stage5;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+in vec2 position;
+in vec2 inLocalCoord;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+void main() {
+ vec2 pos2 = position;
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inLocalCoord, 1.0)).xy;
+ gl_Position = vec4(pos2.x, pos2.y, 0.0, 1.0);
+ gl_PointSize = 1.0;
+ gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
+}
+