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Diffstat (limited to 'shaders/skia/1849.shader_test')
-rw-r--r-- | shaders/skia/1849.shader_test | 130 |
1 files changed, 130 insertions, 0 deletions
diff --git a/shaders/skia/1849.shader_test b/shaders/skia/1849.shader_test new file mode 100644 index 0000000..2006b7e --- /dev/null +++ b/shaders/skia/1849.shader_test @@ -0,0 +1,130 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform vec4 uColor_Stage0; +uniform vec4 uscale01_Stage2_c1_c0_c1_c0; +uniform vec4 ubias01_Stage2_c1_c0_c1_c0; +uniform vec4 uscale23_Stage2_c1_c0_c1_c0; +uniform vec4 ubias23_Stage2_c1_c0_c1_c0; +uniform float uthreshold_Stage2_c1_c0_c1_c0; +noperspective in vec2 vTransformedCoords_0_Stage0; +noperspective in vec2 vTransformedCoords_1_Stage0; +vec4 ClampFragmentProcessor_Stage1_c0_c0(vec4 _input, vec2 _coords) { + vec4 _output; + { + float alpha = clamp(_input.w, 0.0, 1.0); + _output = vec4(clamp(_input.xyz, 0.0, alpha), alpha); + } + return _output; +} +vec4 RadialGradientLayout_Stage2_c1_c0_c0_c0(vec4 _input) { + vec4 _output; + float t = length(vTransformedCoords_1_Stage0); + _output = vec4(t, 1.0, 0.0, 0.0); + return _output; +} +vec4 DualIntervalGradientColorizer_Stage2_c1_c0_c1_c0(vec4 _input) { + vec4 _output; + float t = _input.x; + vec4 scale, bias; + if (t < uthreshold_Stage2_c1_c0_c1_c0) { + scale = uscale01_Stage2_c1_c0_c1_c0; + bias = ubias01_Stage2_c1_c0_c1_c0; + } else { + scale = uscale23_Stage2_c1_c0_c1_c0; + bias = ubias23_Stage2_c1_c0_c1_c0; + } + _output = t * scale + bias; + return _output; +} +vec4 TiledGradientEffect_Stage2_c1_c0(vec4 _input) { + vec4 _output; + vec4 t = RadialGradientLayout_Stage2_c1_c0_c0_c0(vec4(1.0)); + { + { + float t_1 = t.x - 1.0; + float tiled_t = (t_1 - 2.0 * floor(t_1 * 0.5)) - 1.0; + t.x = abs(tiled_t); + } + _output = DualIntervalGradientColorizer_Stage2_c1_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 outputColor_Stage0; + { + outputColor_Stage0 = uColor_Stage0; + } + vec4 output_Stage1; + { + vec2 coord = vTransformedCoords_0_Stage0 - vec2(0.5); + vec2 f = fract(coord); + coord += 0.5 - f; + vec4 wx = 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.x, f.x * f.x, (f.x * f.x) * f.x); + vec4 wy = 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.y, f.y * f.y, (f.y * f.y) * f.y); + vec4 rowColors[4]; + rowColors[0] = ClampFragmentProcessor_Stage1_c0_c0(vec4(1.0), coord + vec2(-1.0, -1.0)); + rowColors[1] = ClampFragmentProcessor_Stage1_c0_c0(vec4(1.0), coord + vec2(0.0, -1.0)); + rowColors[2] = ClampFragmentProcessor_Stage1_c0_c0(vec4(1.0), coord + vec2(1.0, -1.0)); + rowColors[3] = ClampFragmentProcessor_Stage1_c0_c0(vec4(1.0), coord + vec2(2.0, -1.0)); + vec4 s0 = ((wx.x * rowColors[0] + wx.y * rowColors[1]) + wx.z * rowColors[2]) + wx.w * rowColors[3]; + rowColors[0] = ClampFragmentProcessor_Stage1_c0_c0(vec4(1.0), coord + vec2(-1.0, 0.0)); + rowColors[1] = ClampFragmentProcessor_Stage1_c0_c0(vec4(1.0), coord); + rowColors[2] = ClampFragmentProcessor_Stage1_c0_c0(vec4(1.0), coord + vec2(1.0, 0.0)); + rowColors[3] = ClampFragmentProcessor_Stage1_c0_c0(vec4(1.0), coord + vec2(2.0, 0.0)); + vec4 s1 = ((wx.x * rowColors[0] + wx.y * rowColors[1]) + wx.z * rowColors[2]) + wx.w * rowColors[3]; + rowColors[0] = ClampFragmentProcessor_Stage1_c0_c0(vec4(1.0), coord + vec2(-1.0, 1.0)); + rowColors[1] = ClampFragmentProcessor_Stage1_c0_c0(vec4(1.0), coord + vec2(0.0, 1.0)); + rowColors[2] = ClampFragmentProcessor_Stage1_c0_c0(vec4(1.0), coord + vec2(1.0, 1.0)); + rowColors[3] = ClampFragmentProcessor_Stage1_c0_c0(vec4(1.0), coord + vec2(2.0, 1.0)); + vec4 s2 = ((wx.x * rowColors[0] + wx.y * rowColors[1]) + wx.z * rowColors[2]) + wx.w * rowColors[3]; + rowColors[0] = ClampFragmentProcessor_Stage1_c0_c0(vec4(1.0), coord + vec2(-1.0, 2.0)); + rowColors[1] = ClampFragmentProcessor_Stage1_c0_c0(vec4(1.0), coord + vec2(0.0, 2.0)); + rowColors[2] = ClampFragmentProcessor_Stage1_c0_c0(vec4(1.0), coord + vec2(1.0, 2.0)); + rowColors[3] = ClampFragmentProcessor_Stage1_c0_c0(vec4(1.0), coord + vec2(2.0, 2.0)); + vec4 s3 = ((wx.x * rowColors[0] + wx.y * rowColors[1]) + wx.z * rowColors[2]) + wx.w * rowColors[3]; + vec4 bicubicColor = ((wy.x * s0 + wy.y * s1) + wy.z * s2) + wy.w * s3; + bicubicColor = clamp(bicubicColor, 0.0, 1.0); + output_Stage1 = bicubicColor; + } + vec4 output_Stage2; + { + output_Stage2 = blend_dst_in(output_Stage1, TiledGradientEffect_Stage2_c1_c0(vec4(1.0))); + } + { + sk_FragColor = outputColor_Stage0 * output_Stage2; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uViewM_Stage0; +uniform mat3 uCoordTransformMatrix_0_Stage0; +uniform mat3 uCoordTransformMatrix_1_Stage0; +in vec2 position; +in vec2 inLocalCoord; +noperspective out vec2 vTransformedCoords_0_Stage0; +noperspective out vec2 vTransformedCoords_1_Stage0; +void main() { + vec2 pos2 = (uViewM_Stage0 * vec3(position, 1.0)).xy; + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inLocalCoord, 1.0)).xy; + vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(inLocalCoord, 1.0)).xy; + 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); +} + |