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-rw-r--r--shaders/skia/373-4.shader_test80
1 files changed, 80 insertions, 0 deletions
diff --git a/shaders/skia/373-4.shader_test b/shaders/skia/373-4.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 ucircleData_Stage2_c1_c0;
+uniform sampler2D uTextureSampler_0_Stage1;
+uniform sampler2D uTextureSampler_0_Stage2;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+vec4 ClampFragmentProcessor_Stage2_c0_c0(vec4 _input) {
+ vec4 _output;
+ {
+ float alpha = clamp(_input.w, 0.0, 1.0);
+ _output = vec4(clamp(_input.xyz, 0.0, alpha), alpha);
+ }
+ return _output;
+}
+vec4 CircleBlurFragmentProcessor_Stage2_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec2 vec = vec2((gl_FragCoord.x - ucircleData_Stage2_c1_c0.x) * ucircleData_Stage2_c1_c0.w, (gl_FragCoord.y - ucircleData_Stage2_c1_c0.y) * ucircleData_Stage2_c1_c0.w);
+ float dist = length(vec) + (0.5 - ucircleData_Stage2_c1_c0.z) * ucircleData_Stage2_c1_c0.w;
+ _output = _input * texture(uTextureSampler_0_Stage2, vec2(dist, 0.5)).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);
+}
+void main() {
+ vec4 output_Stage1;
+ {
+ output_Stage1 = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0);
+ }
+ vec4 output_Stage2;
+ {
+ vec4 inputColor = vec4(output_Stage1.xyz, 1.0);
+ output_Stage2 = blend_luminosity(ClampFragmentProcessor_Stage2_c0_c0(inputColor), CircleBlurFragmentProcessor_Stage2_c1_c0(inputColor));
+ output_Stage2 *= output_Stage1.w;
+ }
+ {
+ sk_FragColor = output_Stage2;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+in vec2 position;
+in vec2 localCoord;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+void main() {
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy;
+ 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);
+}
+