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-rw-r--r--shaders/skia/1702.shader_test169
1 files changed, 169 insertions, 0 deletions
diff --git a/shaders/skia/1702.shader_test b/shaders/skia/1702.shader_test
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+++ b/shaders/skia/1702.shader_test
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+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+#extension GL_KHR_blend_equation_advanced : require
+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 vec4 urectH_Stage1_c0_c0_c1_c0_c0_c0;
+uniform float uinvSixSigma_Stage1_c0_c0_c1_c0_c0_c0;
+uniform mat4 um_Stage1_c0_c0_c1_c0_c1_c0;
+uniform vec4 uv_Stage1_c0_c0_c1_c0_c1_c0;
+uniform vec4 ucolor_Stage1_c1_c0;
+uniform sampler2D uTextureSampler_0_Stage1;
+noperspective in vec4 vQuadEdge_Stage0;
+noperspective in vec4 vinColor_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);
+ }
+ return _output;
+}
+vec4 Big_Ole_Key_Stage1_c0_c0_c0_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ _output = _input;
+ return _output;
+}
+float _guarded_divide(float n, float d) {
+ return n / d;
+}
+float _color_dodge_component(float sc, float sa, float dc, float da) {
+ if (dc == 0.0) {
+ return sc * (1.0 - da);
+ } else {
+ float d = sa - sc;
+ if (d == 0.0) {
+ return (sa * da + sc * (1.0 - da)) + dc * (1.0 - sa);
+ }
+ d = min(da, _guarded_divide(dc * sa, d));
+ return (d * sa + sc * (1.0 - da)) + dc * (1.0 - sa);
+ }
+}
+vec4 blend_color_dodge(vec4 src, vec4 dst) {
+ return vec4(_color_dodge_component(src.x, src.w, dst.x, dst.w), _color_dodge_component(src.y, src.w, dst.y, dst.w), _color_dodge_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w);
+}
+vec4 ComposeTwo_Stage1_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_color_dodge(ColorMatrixFragmentProcessor_Stage1_c0_c0_c0_c0_c0_c0(inputColor), Big_Ole_Key_Stage1_c0_c0_c0_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+vec4 RectBlurEffect_Stage1_c0_c0_c1_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ float xCoverage, yCoverage;
+ {
+ float x, y;
+ {
+ x = max(urectH_Stage1_c0_c0_c1_c0_c0_c0.x - gl_FragCoord.x, gl_FragCoord.x - urectH_Stage1_c0_c0_c1_c0_c0_c0.z);
+ y = max(urectH_Stage1_c0_c0_c1_c0_c0_c0.y - gl_FragCoord.y, gl_FragCoord.y - urectH_Stage1_c0_c0_c1_c0_c0_c0.w);
+ }
+ xCoverage = texture(uTextureSampler_0_Stage1, vec2(x * uinvSixSigma_Stage1_c0_c0_c1_c0_c0_c0, 0.5)).w;
+ yCoverage = texture(uTextureSampler_0_Stage1, vec2(y * uinvSixSigma_Stage1_c0_c0_c1_c0_c0_c0, 0.5)).w;
+ _output = (_input * xCoverage) * yCoverage;
+ }
+ _output = (_input * xCoverage) * yCoverage;
+ return _output;
+}
+vec4 ColorMatrixFragmentProcessor_Stage1_c0_c0_c1_c0_c1_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_c1_c0_c1_c0 * inputColor + uv_Stage1_c0_c0_c1_c0_c1_c0;
+ {
+ _output.w = clamp(_output.w, 0.0, 1.0);
+ }
+ {
+ _output.xyz *= _output.w;
+ }
+ return _output;
+}
+vec4 blend_src_in(vec4 src, vec4 dst) {
+ return src * dst.w;
+}
+vec4 ComposeTwo_Stage1_c0_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_src_in(RectBlurEffect_Stage1_c0_c0_c1_c0_c0_c0(inputColor), ColorMatrixFragmentProcessor_Stage1_c0_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 ComposeTwo_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_src_over(ComposeTwo_Stage1_c0_c0_c0_c0(inputColor), ComposeTwo_Stage1_c0_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+vec4 ConstColorProcessor_Stage1_c1_c0(vec4 _input) {
+ vec4 _output;
+ {
+ _output = ucolor_Stage1_c1_c0;
+ }
+ 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;
+ vec4 outputCoverage_Stage0;
+ {
+ outputColor_Stage0 = vinColor_Stage0;
+ float edgeAlpha;
+ vec2 duvdx = dFdx(vQuadEdge_Stage0.xy);
+ vec2 duvdy = dFdy(vQuadEdge_Stage0.xy);
+ if (vQuadEdge_Stage0.z > 0.0 && vQuadEdge_Stage0.w > 0.0) {
+ edgeAlpha = min(min(vQuadEdge_Stage0.z, vQuadEdge_Stage0.w) + 0.5, 1.0);
+ } else {
+ vec2 gF = vec2((2.0 * vQuadEdge_Stage0.x) * duvdx.x - duvdx.y, (2.0 * vQuadEdge_Stage0.x) * duvdy.x - duvdy.y);
+ edgeAlpha = vQuadEdge_Stage0.x * vQuadEdge_Stage0.x - vQuadEdge_Stage0.y;
+ edgeAlpha = clamp(0.5 - edgeAlpha / length(gF), 0.0, 1.0);
+ }
+ outputCoverage_Stage0 = vec4(edgeAlpha);
+ }
+ vec4 output_Stage1;
+ {
+ vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
+ output_Stage1 = blend_exclusion(ComposeTwo_Stage1_c0_c0(inputColor), ConstColorProcessor_Stage1_c1_c0(inputColor));
+ output_Stage1 *= outputColor_Stage0.w;
+ }
+ {
+ sk_FragColor = outputCoverage_Stage0 * output_Stage1;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+in vec2 inPosition;
+in vec4 inColor;
+in vec4 inQuadEdge;
+noperspective out vec4 vQuadEdge_Stage0;
+noperspective out vec4 vinColor_Stage0;
+void main() {
+ vQuadEdge_Stage0 = inQuadEdge;
+ vinColor_Stage0 = inColor;
+ vec2 pos2 = inPosition;
+ 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);
+}
+