summaryrefslogtreecommitdiff
path: root/shaders/skia/1681.shader_test
diff options
context:
space:
mode:
Diffstat (limited to 'shaders/skia/1681.shader_test')
-rw-r--r--shaders/skia/1681.shader_test187
1 files changed, 187 insertions, 0 deletions
diff --git a/shaders/skia/1681.shader_test b/shaders/skia/1681.shader_test
new file mode 100644
index 0000000..93f31d6
--- /dev/null
+++ b/shaders/skia/1681.shader_test
@@ -0,0 +1,187 @@
+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+uniform vec4 uCoordTransformMatrix_3_Stage0;
+uniform vec4 ustart_Stage1_c0_c0_c1_c0;
+uniform vec4 uend_Stage1_c0_c0_c1_c0;
+uniform vec4 uleftBorderColor_Stage2_c1_c0;
+uniform vec4 urightBorderColor_Stage2_c1_c0;
+uniform float ubias_Stage2_c1_c0_c0_c0;
+uniform float uscale_Stage2_c1_c0_c0_c0;
+uniform vec4 ustart_Stage2_c1_c0_c1_c0;
+uniform vec4 uend_Stage2_c1_c0_c1_c0;
+uniform vec4 usubset_Stage3_c2_c0;
+uniform vec4 uclamp_Stage3_c2_c0;
+uniform sampler2D uTextureSampler_0_Stage3;
+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 vec3 vTransformedCoords_2_Stage0;
+vec4 LinearGradientLayout_Stage1_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ float t = vTransformedCoords_0_Stage0.x + 9.9999997473787516e-06;
+ _output = vec4(t, 1.0, 0.0, 0.0);
+ return _output;
+}
+vec4 SingleIntervalGradientColorizer_Stage1_c0_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ float t = _input.x;
+ _output = (1.0 - t) * ustart_Stage1_c0_c0_c1_c0 + t * uend_Stage1_c0_c0_c1_c0;
+ return _output;
+}
+vec4 TiledGradientEffect_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 t = LinearGradientLayout_Stage1_c0_c0_c0_c0(vec4(1.0));
+ {
+ {
+ t.x = fract(t.x);
+ }
+ _output = SingleIntervalGradientColorizer_Stage1_c0_c0_c1_c0(t);
+ }
+ {
+ _output.xyz *= _output.w;
+ }
+ return _output;
+}
+vec4 SweepGradientLayout_Stage2_c1_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ float angle;
+ {
+ angle = atan(-vTransformedCoords_1_Stage0.y, -vTransformedCoords_1_Stage0.x);
+ }
+ float t = ((angle * 0.15915493667125702 + 0.5) + ubias_Stage2_c1_c0_c0_c0) * uscale_Stage2_c1_c0_c0_c0;
+ _output = vec4(t, 1.0, 0.0, 0.0);
+ return _output;
+}
+vec4 SingleIntervalGradientColorizer_Stage2_c1_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ float t = _input.x;
+ _output = (1.0 - t) * ustart_Stage2_c1_c0_c1_c0 + t * uend_Stage2_c1_c0_c1_c0;
+ return _output;
+}
+vec4 ClampedGradientEffect_Stage2_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec4 t = SweepGradientLayout_Stage2_c1_c0_c0_c0(vec4(1.0));
+ if (t.x < 0.0) {
+ _output = uleftBorderColor_Stage2_c1_c0;
+ } else if (t.x > 1.0) {
+ _output = urightBorderColor_Stage2_c1_c0;
+ } else {
+ _output = SingleIntervalGradientColorizer_Stage2_c1_c0_c1_c0(t);
+ }
+ {
+ _output.xyz *= _output.w;
+ }
+ return _output;
+}
+vec4 TextureEffect_Stage3_c2_c0(vec4 _input, vec2 _coords) {
+ _coords = _coords * uCoordTransformMatrix_3_Stage0.xz + uCoordTransformMatrix_3_Stage0.yw;
+ vec4 _output;
+ vec2 inCoord = _coords;
+ vec2 subsetCoord;
+ subsetCoord.x = mod(inCoord.x - usubset_Stage3_c2_c0.x, usubset_Stage3_c2_c0.z - usubset_Stage3_c2_c0.x) + usubset_Stage3_c2_c0.x;
+ {
+ float w = usubset_Stage3_c2_c0.w - usubset_Stage3_c2_c0.y;
+ float w2 = 2.0 * w;
+ float m = mod(inCoord.y - usubset_Stage3_c2_c0.y, w2);
+ subsetCoord.y = mix(m, w2 - m, step(w, m)) + usubset_Stage3_c2_c0.y;
+ }
+ vec2 clampedCoord;
+ clampedCoord.x = clamp(subsetCoord.x, uclamp_Stage3_c2_c0.x, uclamp_Stage3_c2_c0.z);
+ clampedCoord.y = clamp(subsetCoord.y, uclamp_Stage3_c2_c0.y, uclamp_Stage3_c2_c0.w);
+ vec4 textureColor = texture(uTextureSampler_0_Stage3, clampedCoord);
+ _output = _input * textureColor;
+ 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;
+ vec4 outputCoverage_Stage0;
+ {
+ outputColor_Stage0 = vinColor_Stage0;
+ vec2 offset = vEllipseOffsets_Stage0;
+ 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);
+ outputCoverage_Stage0 = vec4(edgeAlpha);
+ }
+ vec4 output_Stage1;
+ {
+ output_Stage1 = blend_dst_in(outputColor_Stage0, TiledGradientEffect_Stage1_c0_c0(vec4(1.0)));
+ }
+ vec4 output_Stage2;
+ {
+ output_Stage2 = blend_dst_in(output_Stage1, ClampedGradientEffect_Stage2_c1_c0(vec4(1.0)));
+ }
+ vec4 output_Stage3;
+ {
+ vec2 vTransformedCoords_2_Stage0_ensure2D = vTransformedCoords_2_Stage0.xy / vTransformedCoords_2_Stage0.z;
+ float coord = vTransformedCoords_2_Stage0_ensure2D.x - 0.5;
+ float f = fract(coord);
+ coord += 0.5 - f;
+ float f2 = f * f;
+ vec4 w = mat4(0.055555555555555552, 0.88888888888888884, 0.055555555555555552, 0.0, -0.5, 0.0, 0.5, 0.0, 0.83333333333333337, -2.0, 1.5, -0.33333333333333331, -0.3888888888888889, 1.1666666666666667, -1.1666666666666667, 0.3888888888888889) * vec4(1.0, f, f2, f2 * f);
+ vec4 c[4];
+ c[0] = TextureEffect_Stage3_c2_c0(vec4(1.0), vec2(coord + -1.0, vTransformedCoords_2_Stage0_ensure2D.y));
+ c[1] = TextureEffect_Stage3_c2_c0(vec4(1.0), vec2(coord, vTransformedCoords_2_Stage0_ensure2D.y));
+ c[2] = TextureEffect_Stage3_c2_c0(vec4(1.0), vec2(coord + 1.0, vTransformedCoords_2_Stage0_ensure2D.y));
+ c[3] = TextureEffect_Stage3_c2_c0(vec4(1.0), vec2(coord + 2.0, vTransformedCoords_2_Stage0_ensure2D.y));
+ vec4 bicubicColor = ((c[0] * w.x + c[1] * w.y) + c[2] * w.z) + c[3] * w.w;
+ bicubicColor.xyz = max(vec3(0.0), min(bicubicColor.xyz, bicubicColor.www));
+ output_Stage3 = bicubicColor * output_Stage2;
+ }
+ vec4 output_Stage4;
+ {
+ output_Stage4 = floor(output_Stage3 * 255.0 + 0.5) / 255.0;
+ {
+ output_Stage4.xyz = output_Stage4.w <= 0.0 ? vec3(0.0) : floor((output_Stage4.xyz / output_Stage4.w) * 255.0 + 0.5) / 255.0;
+ }
+ }
+ {
+ sk_FragColor = (1.0 - output_Stage4.w) * outputCoverage_Stage0;
+ }
+}
+
+[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 vec3 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);
+ 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);
+}
+