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-rw-r--r--shaders/skia/529.shader_test106
1 files changed, 106 insertions, 0 deletions
diff --git a/shaders/skia/529.shader_test b/shaders/skia/529.shader_test
new file mode 100644
index 0000000..aef3503
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+++ b/shaders/skia/529.shader_test
@@ -0,0 +1,106 @@
+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+uniform vec4 uniformColor_Stage1_c0_c0;
+uniform vec4 ucolor_Stage1_c0_c0_c0_c0;
+uniform vec4 ucolor_Stage2;
+uniform vec4 ucolor_Stage3_c1_c0;
+noperspective in vec4 vcolor_Stage0;
+vec4 ConstColorProcessor_Stage1_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ {
+ _output = _input.w * ucolor_Stage1_c0_c0_c0_c0;
+ }
+ return _output;
+}
+vec4 OverrideInputFragmentProcessor_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 constColor;
+ {
+ constColor = uniformColor_Stage1_c0_c0;
+ }
+ _output = ConstColorProcessor_Stage1_c0_c0_c0_c0(constColor);
+ return _output;
+}
+vec4 ConstColorProcessor_Stage3_c1_c0(vec4 _input) {
+ vec4 _output;
+ {
+ _output = ucolor_Stage3_c1_c0;
+ }
+ return _output;
+}
+float _guarded_divide(float n, float d) {
+ return n / d;
+}
+float _soft_light_component(float sc, float sa, float dc, float da) {
+ if (2.0 * sc <= sa) {
+ return (_guarded_divide((dc * dc) * (sa - 2.0 * sc), da) + (1.0 - da) * sc) + dc * ((-sa + 2.0 * sc) + 1.0);
+ } else if (4.0 * dc <= da) {
+ float DSqd = dc * dc;
+ float DCub = DSqd * dc;
+ float DaSqd = da * da;
+ float DaCub = DaSqd * da;
+ return _guarded_divide(((DaSqd * (sc - dc * ((3.0 * sa - 6.0 * sc) - 1.0)) + ((12.0 * da) * DSqd) * (sa - 2.0 * sc)) - (16.0 * DCub) * (sa - 2.0 * sc)) - DaCub * sc, DaSqd);
+ }
+ return ((dc * ((sa - 2.0 * sc) + 1.0) + sc) - sqrt(da * dc) * (sa - 2.0 * sc)) - da * sc;
+}
+vec4 blend_soft_light(vec4 src, vec4 dst) {
+ if (dst.w == 0.0) {
+ return src;
+ }
+ return vec4(_soft_light_component(src.x, src.w, dst.x, dst.w), _soft_light_component(src.y, src.w, dst.y, dst.w), _soft_light_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w);
+}
+vec4 blend_src_over(vec4 src, vec4 dst) {
+ return src + (1.0 - src.w) * dst;
+}
+vec4 blend_darken(vec4 src, vec4 dst) {
+ vec4 result = blend_src_over(src, dst);
+ result.xyz = min(result.xyz, (1.0 - dst.w) * src.xyz + dst.xyz);
+ return result;
+}
+void main() {
+ vec4 outputColor_Stage0;
+ {
+ outputColor_Stage0 = vcolor_Stage0;
+ }
+ vec4 output_Stage1;
+ {
+ output_Stage1 = blend_soft_light(OverrideInputFragmentProcessor_Stage1_c0_c0(vec4(1.0)), outputColor_Stage0);
+ }
+ vec4 output_Stage2;
+ {
+ {
+ output_Stage2 = output_Stage1 * ucolor_Stage2;
+ }
+ }
+ vec4 output_Stage3;
+ {
+ output_Stage3 = blend_darken(ConstColorProcessor_Stage3_c1_c0(vec4(1.0)), output_Stage2);
+ }
+ {
+ sk_FragColor = output_Stage3;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uViewM_Stage0;
+in vec2 position;
+in vec4 inColor;
+noperspective out vec4 vcolor_Stage0;
+void main() {
+ vec4 color = inColor;
+ color = color.zyxw;
+ color = vec4(color.xyz * color.w, color.w);
+ vcolor_Stage0 = color;
+ vec2 pos2 = (uViewM_Stage0 * vec3(position, 1.0)).xy;
+ 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);
+}
+