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-rw-r--r--shaders/skia/43-14.shader_test111
1 files changed, 111 insertions, 0 deletions
diff --git a/shaders/skia/43-14.shader_test b/shaders/skia/43-14.shader_test
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+++ b/shaders/skia/43-14.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;
+uniform vec4 ucolor_Stage2_c1_c0_c0_c0;
+uniform vec4 ucolor_Stage2_c2_c0_c0_c0;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+flat in vec4 vcolor_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;
+}
+vec4 ConstColorProcessor_Stage2_c1_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ {
+ _output = ucolor_Stage2_c1_c0_c0_c0;
+ }
+ return _output;
+}
+vec4 blend_xor(vec4 src, vec4 dst) {
+ return (1.0 - dst.w) * src + (1.0 - src.w) * dst;
+}
+vec4 ComposeOne_Stage2_c1_c0(vec4 _input) {
+ vec4 _output;
+ _output = blend_xor(ConstColorProcessor_Stage2_c1_c0_c0_c0(vec4(1.0)), _input);
+ return _output;
+}
+vec4 ConstColorProcessor_Stage2_c2_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ {
+ _output = ucolor_Stage2_c2_c0_c0_c0;
+ }
+ return _output;
+}
+vec4 blend_dst_out(vec4 src, vec4 dst) {
+ return (1.0 - src.w) * dst;
+}
+vec4 ComposeOne_Stage2_c2_c0(vec4 _input) {
+ vec4 _output;
+ _output = blend_dst_out(ConstColorProcessor_Stage2_c2_c0_c0_c0(vec4(1.0)), _input);
+ return _output;
+}
+void main() {
+ vec4 output_Stage1;
+ {
+ output_Stage1 = ClampedGradientEffect_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0));
+ }
+ vec4 output_Stage2;
+ {
+ output_Stage2 = ComposeOne_Stage2_c2_c0(ComposeOne_Stage2_c1_c0(output_Stage1));
+ }
+ {
+ sk_FragColor = output_Stage2;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+in vec2 position;
+in vec4 color;
+in vec2 localCoord;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+flat out vec4 vcolor_Stage0;
+void main() {
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy;
+ vcolor_Stage0 = color;
+ 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);
+}
+