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-rw-r--r--shaders/skia/1936.shader_test238
1 files changed, 238 insertions, 0 deletions
diff --git a/shaders/skia/1936.shader_test b/shaders/skia/1936.shader_test
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+++ b/shaders/skia/1936.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 vec2 uImageIncrement_Stage1_c0_c0;
+uniform vec2 uBounds_Stage1_c0_c0;
+uniform vec4 uKernel_Stage1_c0_c0[4];
+uniform vec2 uImageIncrement_Stage1_c1_c0_c1_c0_c0_c0;
+uniform vec4 uKernel_Stage1_c1_c0_c1_c0_c0_c0[4];
+uniform vec4 ucolor_Stage1_c1_c0_c1_c0_c1_c0;
+uniform sampler2D uTextureSampler_0_Stage1;
+uniform sampler2D uTextureSampler_1_Stage1;
+uniform sampler2D uTextureSampler_2_Stage1;
+in vec4 vcolor_Stage0;
+in vec2 vTransformedCoords_0_Stage0;
+in vec2 vTransformedCoords_1_Stage0;
+in vec2 vTransformedCoords_2_Stage0;
+vec4 GaussianConvolution_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ _output = vec4(0.0, 0.0, 0.0, 0.0);
+ vec2 coord = vTransformedCoords_0_Stage0 - 7.0 * uImageIncrement_Stage1_c0_c0;
+ vec2 coordSampled = vec2(0.0, 0.0);
+ coordSampled = coord;
+ coordSampled.x = clamp(coord.x, uBounds_Stage1_c0_c0.x, uBounds_Stage1_c0_c0.y);
+ _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0[0].x;
+ coord += uImageIncrement_Stage1_c0_c0;
+ coordSampled = coord;
+ coordSampled.x = clamp(coord.x, uBounds_Stage1_c0_c0.x, uBounds_Stage1_c0_c0.y);
+ _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0[0].y;
+ coord += uImageIncrement_Stage1_c0_c0;
+ coordSampled = coord;
+ coordSampled.x = clamp(coord.x, uBounds_Stage1_c0_c0.x, uBounds_Stage1_c0_c0.y);
+ _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0[0].z;
+ coord += uImageIncrement_Stage1_c0_c0;
+ coordSampled = coord;
+ coordSampled.x = clamp(coord.x, uBounds_Stage1_c0_c0.x, uBounds_Stage1_c0_c0.y);
+ _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0[0].w;
+ coord += uImageIncrement_Stage1_c0_c0;
+ coordSampled = coord;
+ coordSampled.x = clamp(coord.x, uBounds_Stage1_c0_c0.x, uBounds_Stage1_c0_c0.y);
+ _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0[1].x;
+ coord += uImageIncrement_Stage1_c0_c0;
+ coordSampled = coord;
+ coordSampled.x = clamp(coord.x, uBounds_Stage1_c0_c0.x, uBounds_Stage1_c0_c0.y);
+ _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0[1].y;
+ coord += uImageIncrement_Stage1_c0_c0;
+ coordSampled = coord;
+ coordSampled.x = clamp(coord.x, uBounds_Stage1_c0_c0.x, uBounds_Stage1_c0_c0.y);
+ _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0[1].z;
+ coord += uImageIncrement_Stage1_c0_c0;
+ coordSampled = coord;
+ coordSampled.x = clamp(coord.x, uBounds_Stage1_c0_c0.x, uBounds_Stage1_c0_c0.y);
+ _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0[1].w;
+ coord += uImageIncrement_Stage1_c0_c0;
+ coordSampled = coord;
+ coordSampled.x = clamp(coord.x, uBounds_Stage1_c0_c0.x, uBounds_Stage1_c0_c0.y);
+ _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0[2].x;
+ coord += uImageIncrement_Stage1_c0_c0;
+ coordSampled = coord;
+ coordSampled.x = clamp(coord.x, uBounds_Stage1_c0_c0.x, uBounds_Stage1_c0_c0.y);
+ _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0[2].y;
+ coord += uImageIncrement_Stage1_c0_c0;
+ coordSampled = coord;
+ coordSampled.x = clamp(coord.x, uBounds_Stage1_c0_c0.x, uBounds_Stage1_c0_c0.y);
+ _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0[2].z;
+ coord += uImageIncrement_Stage1_c0_c0;
+ coordSampled = coord;
+ coordSampled.x = clamp(coord.x, uBounds_Stage1_c0_c0.x, uBounds_Stage1_c0_c0.y);
+ _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0[2].w;
+ coord += uImageIncrement_Stage1_c0_c0;
+ coordSampled = coord;
+ coordSampled.x = clamp(coord.x, uBounds_Stage1_c0_c0.x, uBounds_Stage1_c0_c0.y);
+ _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0[3].x;
+ coord += uImageIncrement_Stage1_c0_c0;
+ coordSampled = coord;
+ coordSampled.x = clamp(coord.x, uBounds_Stage1_c0_c0.x, uBounds_Stage1_c0_c0.y);
+ _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0[3].y;
+ coord += uImageIncrement_Stage1_c0_c0;
+ coordSampled = coord;
+ coordSampled.x = clamp(coord.x, uBounds_Stage1_c0_c0.x, uBounds_Stage1_c0_c0.y);
+ _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0[3].z;
+ coord += uImageIncrement_Stage1_c0_c0;
+ _output *= _input;
+ return _output;
+}
+vec4 TextureEffect_Stage1_c1_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ _output = texture(uTextureSampler_1_Stage1, vTransformedCoords_1_Stage0) * _input;
+ return _output;
+}
+vec4 GaussianConvolution_Stage1_c1_c0_c1_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ _output = vec4(0.0, 0.0, 0.0, 0.0);
+ vec2 coord = vTransformedCoords_2_Stage0 - 7.0 * uImageIncrement_Stage1_c1_c0_c1_c0_c0_c0;
+ vec2 coordSampled = vec2(0.0, 0.0);
+ coordSampled = coord;
+ _output += texture(uTextureSampler_2_Stage1, coordSampled) * uKernel_Stage1_c1_c0_c1_c0_c0_c0[0].x;
+ coord += uImageIncrement_Stage1_c1_c0_c1_c0_c0_c0;
+ coordSampled = coord;
+ _output += texture(uTextureSampler_2_Stage1, coordSampled) * uKernel_Stage1_c1_c0_c1_c0_c0_c0[0].y;
+ coord += uImageIncrement_Stage1_c1_c0_c1_c0_c0_c0;
+ coordSampled = coord;
+ _output += texture(uTextureSampler_2_Stage1, coordSampled) * uKernel_Stage1_c1_c0_c1_c0_c0_c0[0].z;
+ coord += uImageIncrement_Stage1_c1_c0_c1_c0_c0_c0;
+ coordSampled = coord;
+ _output += texture(uTextureSampler_2_Stage1, coordSampled) * uKernel_Stage1_c1_c0_c1_c0_c0_c0[0].w;
+ coord += uImageIncrement_Stage1_c1_c0_c1_c0_c0_c0;
+ coordSampled = coord;
+ _output += texture(uTextureSampler_2_Stage1, coordSampled) * uKernel_Stage1_c1_c0_c1_c0_c0_c0[1].x;
+ coord += uImageIncrement_Stage1_c1_c0_c1_c0_c0_c0;
+ coordSampled = coord;
+ _output += texture(uTextureSampler_2_Stage1, coordSampled) * uKernel_Stage1_c1_c0_c1_c0_c0_c0[1].y;
+ coord += uImageIncrement_Stage1_c1_c0_c1_c0_c0_c0;
+ coordSampled = coord;
+ _output += texture(uTextureSampler_2_Stage1, coordSampled) * uKernel_Stage1_c1_c0_c1_c0_c0_c0[1].z;
+ coord += uImageIncrement_Stage1_c1_c0_c1_c0_c0_c0;
+ coordSampled = coord;
+ _output += texture(uTextureSampler_2_Stage1, coordSampled) * uKernel_Stage1_c1_c0_c1_c0_c0_c0[1].w;
+ coord += uImageIncrement_Stage1_c1_c0_c1_c0_c0_c0;
+ coordSampled = coord;
+ _output += texture(uTextureSampler_2_Stage1, coordSampled) * uKernel_Stage1_c1_c0_c1_c0_c0_c0[2].x;
+ coord += uImageIncrement_Stage1_c1_c0_c1_c0_c0_c0;
+ coordSampled = coord;
+ _output += texture(uTextureSampler_2_Stage1, coordSampled) * uKernel_Stage1_c1_c0_c1_c0_c0_c0[2].y;
+ coord += uImageIncrement_Stage1_c1_c0_c1_c0_c0_c0;
+ coordSampled = coord;
+ _output += texture(uTextureSampler_2_Stage1, coordSampled) * uKernel_Stage1_c1_c0_c1_c0_c0_c0[2].z;
+ coord += uImageIncrement_Stage1_c1_c0_c1_c0_c0_c0;
+ coordSampled = coord;
+ _output += texture(uTextureSampler_2_Stage1, coordSampled) * uKernel_Stage1_c1_c0_c1_c0_c0_c0[2].w;
+ coord += uImageIncrement_Stage1_c1_c0_c1_c0_c0_c0;
+ coordSampled = coord;
+ _output += texture(uTextureSampler_2_Stage1, coordSampled) * uKernel_Stage1_c1_c0_c1_c0_c0_c0[3].x;
+ coord += uImageIncrement_Stage1_c1_c0_c1_c0_c0_c0;
+ coordSampled = coord;
+ _output += texture(uTextureSampler_2_Stage1, coordSampled) * uKernel_Stage1_c1_c0_c1_c0_c0_c0[3].y;
+ coord += uImageIncrement_Stage1_c1_c0_c1_c0_c0_c0;
+ coordSampled = coord;
+ _output += texture(uTextureSampler_2_Stage1, coordSampled) * uKernel_Stage1_c1_c0_c1_c0_c0_c0[3].z;
+ coord += uImageIncrement_Stage1_c1_c0_c1_c0_c0_c0;
+ _output *= _input;
+ return _output;
+}
+vec4 ConstColorProcessor_Stage1_c1_c0_c1_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ {
+ _output = _input * ucolor_Stage1_c1_c0_c1_c0_c1_c0;
+ }
+ return _output;
+}
+vec4 blend_xor(vec4 src, vec4 dst) {
+ return (1.0 - dst.w) * src + (1.0 - src.w) * dst;
+}
+vec4 ComposeTwo_Stage1_c1_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_xor(GaussianConvolution_Stage1_c1_c0_c1_c0_c0_c0(inputColor), ConstColorProcessor_Stage1_c1_c0_c1_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+float _blend_color_luminance(vec3 color) {
+ return dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), color);
+}
+vec3 _blend_set_color_luminance(vec3 hueSatColor, float alpha, vec3 lumColor) {
+ float lum = _blend_color_luminance(lumColor);
+ vec3 result = (lum - _blend_color_luminance(hueSatColor)) + hueSatColor;
+ float minComp = min(min(result.x, result.y), result.z);
+ float maxComp = max(max(result.x, result.y), result.z);
+ if (minComp < 0.0 && lum != minComp) {
+ result = lum + ((result - lum) * lum) / (lum - minComp);
+ }
+ if (maxComp > alpha && maxComp != lum) {
+ return lum + ((result - lum) * (alpha - lum)) / (maxComp - lum);
+ }
+ return result;
+}
+vec4 blend_luminosity(vec4 src, vec4 dst) {
+ float alpha = dst.w * src.w;
+ vec3 sda = src.xyz * dst.w;
+ vec3 dsa = dst.xyz * src.w;
+ return vec4((((_blend_set_color_luminance(dsa, alpha, sda) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha);
+}
+vec4 ComposeTwo_Stage1_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_luminosity(TextureEffect_Stage1_c1_c0_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+vec4 blend_src_out(vec4 src, vec4 dst) {
+ return (1.0 - dst.w) * src;
+}
+void main() {
+ vec4 outputColor_Stage0;
+ {
+ outputColor_Stage0 = vcolor_Stage0;
+ }
+ vec4 output_Stage1;
+ {
+ vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
+ output_Stage1 = blend_src_out(GaussianConvolution_Stage1_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0(inputColor));
+ output_Stage1 *= outputColor_Stage0.w;
+ }
+ {
+ sk_FragColor = output_Stage1;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uViewM_Stage0;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+uniform mat3 uCoordTransformMatrix_1_Stage0;
+uniform mat3 uCoordTransformMatrix_2_Stage0;
+in vec2 inPosition;
+in vec4 inColor;
+out vec4 vcolor_Stage0;
+out vec2 vTransformedCoords_0_Stage0;
+out vec2 vTransformedCoords_1_Stage0;
+out vec2 vTransformedCoords_2_Stage0;
+void main() {
+ vec4 color = inColor;
+ vcolor_Stage0 = color;
+ vec3 pos3 = uViewM_Stage0 * vec3(inPosition, 1.0);
+ 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)).xy;
+ gl_Position = vec4(pos3.x, pos3.y, 0.0, pos3.z);
+ gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
+}
+