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-rw-r--r--shaders/skia/2365.shader_test85
1 files changed, 85 insertions, 0 deletions
diff --git a/shaders/skia/2365.shader_test b/shaders/skia/2365.shader_test
new file mode 100644
index 0000000..b2ae65d
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+++ b/shaders/skia/2365.shader_test
@@ -0,0 +1,85 @@
+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+#extension GL_ARB_fragment_coord_conventions : require
+layout(origin_upper_left) in vec4 gl_FragCoord;
+out vec4 sk_FragColor;
+uniform vec4 uColor_Stage0;
+uniform vec4 uboundsUniform_Stage1_c0_c0;
+uniform float uxInvZoom_Stage1_c0_c0;
+uniform float uyInvZoom_Stage1_c0_c0;
+uniform float uxInvInset_Stage1_c0_c0;
+uniform float uyInvInset_Stage1_c0_c0;
+uniform vec2 uoffset_Stage1_c0_c0;
+uniform vec2 uDstTextureUpperLeft_Stage2;
+uniform vec2 uDstTextureCoordScale_Stage2;
+uniform sampler2D uTextureSampler_0_Stage1;
+uniform sampler2D uDstTextureSampler_Stage2;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+noperspective in float vinCoverage_Stage0;
+vec4 MagnifierEffect_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec2 coord = vTransformedCoords_0_Stage0;
+ vec2 zoom_coord = uoffset_Stage1_c0_c0 + coord * vec2(uxInvZoom_Stage1_c0_c0, uyInvZoom_Stage1_c0_c0);
+ vec2 delta = (coord - uboundsUniform_Stage1_c0_c0.xy) * uboundsUniform_Stage1_c0_c0.zw;
+ delta = min(delta, vec2(1.0, 1.0) - delta);
+ delta *= vec2(uxInvInset_Stage1_c0_c0, uyInvInset_Stage1_c0_c0);
+ float weight = 0.0;
+ if (delta.x < 2.0 && delta.y < 2.0) {
+ delta = vec2(2.0, 2.0) - delta;
+ float dist = length(delta);
+ dist = max(2.0 - dist, 0.0);
+ weight = min(dist * dist, 1.0);
+ } else {
+ vec2 delta_squared = delta * delta;
+ weight = min(min(delta_squared.x, delta_squared.y), 1.0);
+ }
+ _output = texture(uTextureSampler_0_Stage1, mix(coord, zoom_coord, weight));
+ return _output;
+}
+vec4 blend_src(vec4 src, vec4 dst) {
+ return src;
+}
+void main() {
+ vec4 outputCoverage_Stage0;
+ {
+ float alpha = 1.0;
+ alpha = vinCoverage_Stage0;
+ outputCoverage_Stage0 = vec4(alpha);
+ }
+ vec4 output_Stage1;
+ {
+ output_Stage1 = MagnifierEffect_Stage1_c0_c0(vec4(1.0));
+ }
+ {
+ if (all(lessThanEqual(outputCoverage_Stage0.xyz, vec3(0.0)))) {
+ discard;
+ }
+ vec2 _dstTexCoord = (gl_FragCoord.xy - uDstTextureUpperLeft_Stage2) * uDstTextureCoordScale_Stage2;
+ _dstTexCoord.y = 1.0 - _dstTexCoord.y;
+ vec4 _dstColor = texture(uDstTextureSampler_Stage2, _dstTexCoord);
+ sk_FragColor = blend_src(output_Stage1, _dstColor);
+ sk_FragColor = outputCoverage_Stage0 * sk_FragColor + (vec4(1.0) - outputCoverage_Stage0) * _dstColor;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+in vec2 inPosition;
+in float inCoverage;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+noperspective out float vinCoverage_Stage0;
+void main() {
+ vec2 pos2 = inPosition;
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy;
+ vinCoverage_Stage0 = inCoverage;
+ 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);
+}
+