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-rw-r--r--shaders/skia/34-83.shader_test115
1 files changed, 115 insertions, 0 deletions
diff --git a/shaders/skia/34-83.shader_test b/shaders/skia/34-83.shader_test
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+[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 uleftBorderColor_Stage2_c1_c0_c0_c0;
+uniform vec4 urightBorderColor_Stage2_c1_c0_c0_c0;
+uniform vec4 ustart_Stage2_c1_c0_c0_c0_c1_c0;
+uniform vec4 uend_Stage2_c1_c0_c0_c0_c1_c0;
+uniform sampler2D uTextureSampler_0_Stage1;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+noperspective in vec2 vTransformedCoords_1_Stage0;
+flat in vec4 vcolor_Stage0;
+noperspective in float vcoverage_Stage0;
+flat in vec4 vgeomDomain_Stage0;
+vec4 TextureEffect_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ _output = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0) * _input;
+ return _output;
+}
+vec4 RadialGradientLayout_Stage2_c1_c0_c0_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 SingleIntervalGradientColorizer_Stage2_c1_c0_c0_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ float t = _input.x;
+ _output = (1.0 - t) * ustart_Stage2_c1_c0_c0_c0_c1_c0 + t * uend_Stage2_c1_c0_c0_c0_c1_c0;
+ return _output;
+}
+vec4 ClampedGradientEffect_Stage2_c1_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 t = RadialGradientLayout_Stage2_c1_c0_c0_c0_c0_c0(vec4(1.0));
+ if (t.x < 0.0) {
+ _output = uleftBorderColor_Stage2_c1_c0_c0_c0;
+ } else if (t.x > 1.0) {
+ _output = urightBorderColor_Stage2_c1_c0_c0_c0;
+ } else {
+ _output = SingleIntervalGradientColorizer_Stage2_c1_c0_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);
+}
+vec4 ComposeOne_Stage2_c1_c0(vec4 _input) {
+ vec4 _output;
+ _output = blend_dst_in(_input, ClampedGradientEffect_Stage2_c1_c0_c0_c0(vec4(1.0)));
+ return _output;
+}
+void main() {
+ vec4 outputCoverage_Stage0;
+ {
+ float coverage = vcoverage_Stage0;
+ vec4 geoDomain;
+ geoDomain = vgeomDomain_Stage0;
+ if (coverage < 0.5) {
+ vec4 dists4 = clamp(vec4(1.0, 1.0, -1.0, -1.0) * (gl_FragCoord.xyxy - geoDomain), 0.0, 1.0);
+ vec2 dists2 = dists4.xy * dists4.zw;
+ coverage = min(coverage, dists2.x * dists2.y);
+ }
+ outputCoverage_Stage0 = vec4(coverage);
+ }
+ vec4 output_Stage1;
+ {
+ output_Stage1 = TextureEffect_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0));
+ }
+ vec4 output_Stage2;
+ {
+ output_Stage2 = blend_src_in(outputCoverage_Stage0, ComposeOne_Stage2_c1_c0(vec4(1.0)));
+ }
+ {
+ sk_FragColor = output_Stage1 * output_Stage2;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+uniform mat3 uCoordTransformMatrix_1_Stage0;
+in vec2 position;
+in float coverage;
+in vec4 color;
+in vec2 localCoord;
+in vec4 geomDomain;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+noperspective out vec2 vTransformedCoords_1_Stage0;
+flat out vec4 vcolor_Stage0;
+noperspective out float vcoverage_Stage0;
+flat out vec4 vgeomDomain_Stage0;
+void main() {
+ vec2 position = position;
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy;
+ vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(localCoord, 1.0)).xy;
+ vcolor_Stage0 = color;
+ vcoverage_Stage0 = coverage;
+ vgeomDomain_Stage0 = geomDomain;
+ gl_Position = vec4(position.x, position.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);
+}
+