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Diffstat (limited to 'shaders/skia/1735.shader_test')
-rw-r--r-- | shaders/skia/1735.shader_test | 146 |
1 files changed, 146 insertions, 0 deletions
diff --git a/shaders/skia/1735.shader_test b/shaders/skia/1735.shader_test new file mode 100644 index 0000000..2005217 --- /dev/null +++ b/shaders/skia/1735.shader_test @@ -0,0 +1,146 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform vec4 ucircleData_Stage1_c1_c0_c0_c0; +uniform vec4 uinnerRect_Stage1_c1_c0_c1_c0; +uniform vec2 uinvRadiiXY_Stage1_c1_c0_c1_c0; +uniform sampler2D uTextureSampler_0_Stage1; +noperspective in vec2 vEllipseOffsets_Stage0; +noperspective in vec4 vEllipseRadii_Stage0; +noperspective in vec4 vinColor_Stage0; +vec4 ConfigConversionEffect_Stage1_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + _output = floor(_input * 255.0 + 0.5) / 255.0; + { + _output.xyz = _output.w <= 0.0 ? vec3(0.0) : floor((_output.xyz / _output.w) * 255.0 + 0.5) / 255.0; + } + return _output; +} +vec4 ConfigConversionEffect_Stage1_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + _output = floor(_input * 255.0 + 0.5) / 255.0; + { + _output.xyz = _output.w <= 0.0 ? vec3(0.0) : floor((_output.xyz / _output.w) * 255.0 + 0.5) / 255.0; + } + return _output; +} +vec4 blend_modulate(vec4 src, vec4 dst) { + return src * dst; +} +vec4 ComposeTwo_Stage1_c0_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_modulate(ConfigConversionEffect_Stage1_c0_c0_c0_c0(inputColor), ConfigConversionEffect_Stage1_c0_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 CircleBlurFragmentProcessor_Stage1_c1_c0_c0_c0(vec4 _input) { + vec4 _output; + vec2 vec = vec2((gl_FragCoord.x - ucircleData_Stage1_c1_c0_c0_c0.x) * ucircleData_Stage1_c1_c0_c0_c0.w, (gl_FragCoord.y - ucircleData_Stage1_c1_c0_c0_c0.y) * ucircleData_Stage1_c1_c0_c0_c0.w); + float dist = length(vec) + (0.5 - ucircleData_Stage1_c1_c0_c0_c0.z) * ucircleData_Stage1_c1_c0_c0_c0.w; + _output = _input * texture(uTextureSampler_0_Stage1, vec2(dist, 0.5)).w; + return _output; +} +vec4 EllipticalRRect_Stage1_c1_c0_c1_c0(vec4 _input) { + vec4 _output; + vec2 dxy0 = uinnerRect_Stage1_c1_c0_c1_c0.xy - gl_FragCoord.xy; + vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage1_c1_c0_c1_c0.zw; + vec2 dxy = max(max(dxy0, dxy1), 0.0); + vec2 Z = dxy * uinvRadiiXY_Stage1_c1_c0_c1_c0; + 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 = _input * alpha; + 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(CircleBlurFragmentProcessor_Stage1_c1_c0_c0_c0(inputColor), EllipticalRRect_Stage1_c1_c0_c1_c0(inputColor)); + _output *= _input.w; + 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; +} +void main() { + vec4 outputColor_Stage0; + vec4 outputCoverage_Stage0; + { + outputColor_Stage0 = vinColor_Stage0; + vec2 offset = vEllipseOffsets_Stage0; + offset *= vEllipseRadii_Stage0.xy; + 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); + offset = vEllipseOffsets_Stage0 * vEllipseRadii_Stage0.zw; + test = dot(offset, offset) - 1.0; + grad = (2.0 * offset) * vEllipseRadii_Stage0.zw; + grad_dot = dot(grad, grad); + invlen = inversesqrt(grad_dot); + edgeAlpha *= clamp(0.5 + test * invlen, 0.0, 1.0); + outputCoverage_Stage0 = vec4(edgeAlpha); + } + vec4 output_Stage1; + { + vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0); + output_Stage1 = blend_overlay(ComposeTwo_Stage1_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0(inputColor)); + output_Stage1 *= outputColor_Stage0.w; + } + { + sk_FragColor = (vec4(1.0) - output_Stage1) * outputCoverage_Stage0; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +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; +void main() { + vEllipseOffsets_Stage0 = inEllipseOffset; + vEllipseRadii_Stage0 = inEllipseRadii; + 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); +} + |