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Diffstat (limited to 'shaders/skia/1825.shader_test')
-rw-r--r-- | shaders/skia/1825.shader_test | 127 |
1 files changed, 127 insertions, 0 deletions
diff --git a/shaders/skia/1825.shader_test b/shaders/skia/1825.shader_test new file mode 100644 index 0000000..8c14e25 --- /dev/null +++ b/shaders/skia/1825.shader_test @@ -0,0 +1,127 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform vec4 uleftBorderColor_Stage1_c0_c0; +uniform vec4 urightBorderColor_Stage1_c0_c0; +uniform vec4 uscale01_Stage1_c0_c0_c1_c0; +uniform vec4 ubias01_Stage1_c0_c0_c1_c0; +uniform vec4 uscale23_Stage1_c0_c0_c1_c0; +uniform vec4 ubias23_Stage1_c0_c0_c1_c0; +uniform float uthreshold_Stage1_c0_c0_c1_c0; +uniform float uPixelSize_Stage2; +uniform vec2 uRange_Stage2; +uniform vec4 ucolor_Stage3; +uniform sampler2D uTextureSampler_0_Stage0; +uniform sampler2D uTextureSampler_0_Stage2; +noperspective in vec2 vTextureCoords_Stage0; +flat in int vTexIndex_Stage0; +noperspective in vec4 vinColor_Stage0; +noperspective in vec2 vTransformedCoords_0_Stage0; +noperspective in vec2 vTransformedCoords_1_Stage0; +vec4 RadialGradientLayout_Stage1_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + float t = length(vTransformedCoords_0_Stage0); + _output = vec4(t, 1.0, 0.0, 0.0); + return _output; +} +vec4 DualIntervalGradientColorizer_Stage1_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + float t = _input.x; + vec4 scale, bias; + if (t < uthreshold_Stage1_c0_c0_c1_c0) { + scale = uscale01_Stage1_c0_c0_c1_c0; + bias = ubias01_Stage1_c0_c0_c1_c0; + } else { + scale = uscale23_Stage1_c0_c0_c1_c0; + bias = ubias23_Stage1_c0_c0_c1_c0; + } + _output = t * scale + bias; + return _output; +} +vec4 ClampedGradientEffect_Stage1_c0_c0(vec4 _input) { + vec4 _output; + vec4 t = RadialGradientLayout_Stage1_c0_c0_c0_c0(vec4(1.0)); + if (t.x < 0.0) { + _output = uleftBorderColor_Stage1_c0_c0; + } else if (t.x > 1.0) { + _output = urightBorderColor_Stage1_c0_c0; + } else { + _output = DualIntervalGradientColorizer_Stage1_c0_c0_c1_c0(t); + } + { + _output.xyz *= _output.w; + } + 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 outputCoverage_Stage0; + { + vec4 texColor; + { + texColor = texture(uTextureSampler_0_Stage0, vTextureCoords_Stage0); + } + outputCoverage_Stage0 = texColor; + } + vec4 output_Stage1; + { + output_Stage1 = blend_dst_in(outputCoverage_Stage0, ClampedGradientEffect_Stage1_c0_c0(vec4(1.0))); + } + vec4 output_Stage2; + { + output_Stage2 = vec4(1.0, 1.0, 1.0, 1.0); + vec2 coord = vTransformedCoords_1_Stage0; + coord.x -= 7.0 * uPixelSize_Stage2; + for (int i = 0;i < 15; i++) { + output_Stage2 = min(output_Stage2, texture(uTextureSampler_0_Stage2, coord)); + coord.x += uPixelSize_Stage2; + } + output_Stage2 *= output_Stage1; + } + vec4 output_Stage3; + { + { + output_Stage3 = output_Stage2 * ucolor_Stage3; + } + } + { + sk_FragColor = 1.0 - output_Stage3; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform vec2 uAtlasSizeInv_Stage0; +uniform mat3 uCoordTransformMatrix_0_Stage0; +uniform mat3 uCoordTransformMatrix_1_Stage0; +in vec2 inPosition; +in vec4 inColor; +in uvec2 inTextureCoords; +noperspective out vec2 vTextureCoords_Stage0; +flat out int vTexIndex_Stage0; +noperspective out vec4 vinColor_Stage0; +noperspective out vec2 vTransformedCoords_0_Stage0; +noperspective out vec2 vTransformedCoords_1_Stage0; +void main() { + ivec2 signedCoords = ivec2(int(inTextureCoords.x), int(inTextureCoords.y)); + vec2 unormTexCoords = vec2(float(signedCoords.x / 2), float(signedCoords.y / 2)); + vTextureCoords_Stage0 = unormTexCoords * uAtlasSizeInv_Stage0; + vTexIndex_Stage0 = 0; + vinColor_Stage0 = inColor; + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy; + vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(inPosition, 1.0)).xy; + gl_Position = vec4(inPosition.x, inPosition.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); +} + |