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-rw-r--r--shaders/skia/37-24.shader_test110
1 files changed, 110 insertions, 0 deletions
diff --git a/shaders/skia/37-24.shader_test b/shaders/skia/37-24.shader_test
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+++ b/shaders/skia/37-24.shader_test
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+[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;
+flat in vec4 vcolor_Stage0;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+noperspective in vec4 varccoord_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);
+ }
+ return _output;
+}
+void main() {
+ vec4 outputCoverage_Stage0;
+ {
+ outputCoverage_Stage0 = vec4(1.0);
+ if (vec2(0.0) != varccoord_Stage0.xy) {
+ float fn = dot(varccoord_Stage0.xy, varccoord_Stage0.xy) - 1.0;
+ if (fn > 0.0) {
+ outputCoverage_Stage0 = vec4(0.0);
+ }
+ }
+ }
+ vec4 output_Stage1;
+ {
+ output_Stage1 = ClampedGradientEffect_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0));
+ }
+ {
+ sk_FragColor = output_Stage1 * outputCoverage_Stage0;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+in vec4 radii_selector;
+in vec4 corner_and_radius_outsets;
+in vec4 skew;
+in vec2 translate;
+in vec4 radii_x;
+in vec4 radii_y;
+in vec4 color;
+in vec4 local_rect;
+flat out vec4 vcolor_Stage0;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+noperspective out vec4 varccoord_Stage0;
+void main() {
+ vcolor_Stage0 = color;
+ vec2 corner = corner_and_radius_outsets.xy;
+ vec2 radius_outset = corner_and_radius_outsets.zw;
+ vec2 radii;
+ radii.x = dot(radii_selector, radii_x);
+ radii.y = dot(radii_selector, radii_y);
+ bool is_arc_section = radii.x > 0.0;
+ radii = abs(radii);
+ vec2 vertexpos = corner + radius_outset * radii;
+ vec2 localcoord = (local_rect.xy * (1.0 - vertexpos) + local_rect.zw * (1.0 + vertexpos)) * 0.5;
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localcoord, 1.0)).xy;
+ mat2 skewmatrix = mat2(skew.xy, skew.zw);
+ vec2 devcoord = vertexpos * skewmatrix + translate;
+ if (is_arc_section) {
+ varccoord_Stage0.xy = 1.0 - abs(radius_outset);
+ mat2 derivatives = inverse(skewmatrix);
+ varccoord_Stage0.zw = derivatives * (((varccoord_Stage0.xy / radii) * corner) * 2.0);
+ } else {
+ varccoord_Stage0 = vec4(0.0);
+ }
+ gl_Position = vec4(devcoord.x, devcoord.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);
+}
+