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-rw-r--r--shaders/skia/541-2.shader_test346
1 files changed, 346 insertions, 0 deletions
diff --git a/shaders/skia/541-2.shader_test b/shaders/skia/541-2.shader_test
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+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+uniform vec2 uImageIncrement_Stage2;
+uniform vec4 uKernel_Stage2[4];
+uniform vec2 uKernelOffset_Stage2;
+uniform float uGain_Stage2;
+uniform float uBias_Stage2;
+uniform vec4 uleftBorderColor_Stage3_c0_c0;
+uniform vec4 urightBorderColor_Stage3_c0_c0;
+uniform float ubias_Stage3_c0_c0_c0_c0;
+uniform float uscale_Stage3_c0_c0_c0_c0;
+uniform vec4 ustart_Stage3_c0_c0_c1_c0;
+uniform vec4 uend_Stage3_c0_c0_c1_c0;
+uniform float ucornerRadius_Stage4;
+uniform vec4 uproxyRect_Stage4;
+uniform float ublurRadius_Stage4;
+uniform vec4 uk_Stage5;
+uniform vec4 ucolor_Stage5_c1_c0;
+uniform sampler2D uTextureSampler_0_Stage2;
+uniform sampler2D uTextureSampler_0_Stage4;
+noperspective in vec2 vEllipseOffsets_Stage0;
+noperspective in vec4 vEllipseRadii_Stage0;
+noperspective in vec4 vinColor_Stage0;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+noperspective in vec2 vTransformedCoords_1_Stage0;
+noperspective in vec2 vTransformedCoords_2_Stage0;
+vec4 SweepGradientLayout_Stage3_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ float angle;
+ {
+ angle = atan(-vTransformedCoords_1_Stage0.y, -vTransformedCoords_1_Stage0.x);
+ }
+ float t = ((angle * 0.15915493667125702 + 0.5) + ubias_Stage3_c0_c0_c0_c0) * uscale_Stage3_c0_c0_c0_c0;
+ _output = vec4(t, 1.0, 0.0, 0.0);
+ return _output;
+}
+vec4 SingleIntervalGradientColorizer_Stage3_c0_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ float t = _input.x;
+ _output = (1.0 - t) * ustart_Stage3_c0_c0_c1_c0 + t * uend_Stage3_c0_c0_c1_c0;
+ return _output;
+}
+vec4 ClampedGradientEffect_Stage3_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 t = SweepGradientLayout_Stage3_c0_c0_c0_c0(vec4(1.0));
+ if (t.x < 0.0) {
+ _output = uleftBorderColor_Stage3_c0_c0;
+ } else if (t.x > 1.0) {
+ _output = urightBorderColor_Stage3_c0_c0;
+ } else {
+ _output = SingleIntervalGradientColorizer_Stage3_c0_c0_c1_c0(t);
+ }
+ {
+ _output.xyz *= _output.w;
+ }
+ return _output;
+}
+vec4 ConstColorProcessor_Stage5_c1_c0(vec4 _input, vec2 _coords) {
+ vec4 _output;
+ {
+ _output = ucolor_Stage5_c1_c0;
+ }
+ 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);
+}
+void main() {
+ vec4 outputCoverage_Stage0;
+ {
+ vec2 offset = vEllipseOffsets_Stage0;
+ offset *= vEllipseRadii_Stage0.xy;
+ float test = dot(offset, offset) - 1.0;
+ vec2 grad = (2.0 * offset) * vEllipseRadii_Stage0.xy;
+ float grad_dot = dot(grad, grad);
+ grad_dot = max(grad_dot, 1.1754999560161448e-38);
+ float invlen = inversesqrt(grad_dot);
+ float edgeAlpha = clamp(0.5 - test * invlen, 0.0, 1.0);
+ offset = vEllipseOffsets_Stage0 * vEllipseRadii_Stage0.zw;
+ test = dot(offset, offset) - 1.0;
+ grad = (2.0 * offset) * vEllipseRadii_Stage0.zw;
+ grad_dot = dot(grad, grad);
+ invlen = inversesqrt(grad_dot);
+ edgeAlpha *= clamp(0.5 + test * invlen, 0.0, 1.0);
+ outputCoverage_Stage0 = vec4(edgeAlpha);
+ }
+ vec4 output_Stage1;
+ {
+ {
+ float alpha = clamp(outputCoverage_Stage0.w, 0.0, 1.0);
+ output_Stage1 = vec4(clamp(outputCoverage_Stage0.xyz, 0.0, alpha), alpha);
+ }
+ }
+ vec4 output_Stage2;
+ {
+ vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
+ vec2 coord = vTransformedCoords_0_Stage0 - uKernelOffset_Stage2 * uImageIncrement_Stage2;
+ vec4 c;
+ {
+ float k = uKernel_Stage2[0].x;
+ {
+ vec2 origCoord = coord;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
+ c = textureColor;
+ }
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage2[0].y;
+ {
+ vec2 origCoord = coord + vec2(1.0, 0.0) * uImageIncrement_Stage2;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
+ c = textureColor;
+ }
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage2[0].z;
+ {
+ vec2 origCoord = coord + vec2(2.0, 0.0) * uImageIncrement_Stage2;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
+ c = textureColor;
+ }
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage2[0].w;
+ {
+ vec2 origCoord = coord + vec2(3.0, 0.0) * uImageIncrement_Stage2;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
+ c = textureColor;
+ }
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage2[1].x;
+ {
+ vec2 origCoord = coord + vec2(4.0, 0.0) * uImageIncrement_Stage2;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
+ c = textureColor;
+ }
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage2[1].y;
+ {
+ vec2 origCoord = coord + vec2(5.0, 0.0) * uImageIncrement_Stage2;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
+ c = textureColor;
+ }
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage2[1].z;
+ {
+ vec2 origCoord = coord + vec2(6.0, 0.0) * uImageIncrement_Stage2;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
+ c = textureColor;
+ }
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage2[1].w;
+ {
+ vec2 origCoord = coord + vec2(7.0, 0.0) * uImageIncrement_Stage2;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
+ c = textureColor;
+ }
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage2[2].x;
+ {
+ vec2 origCoord = coord + vec2(8.0, 0.0) * uImageIncrement_Stage2;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
+ c = textureColor;
+ }
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage2[2].y;
+ {
+ vec2 origCoord = coord + vec2(9.0, 0.0) * uImageIncrement_Stage2;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
+ c = textureColor;
+ }
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage2[2].z;
+ {
+ vec2 origCoord = coord + vec2(10.0, 0.0) * uImageIncrement_Stage2;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
+ c = textureColor;
+ }
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage2[2].w;
+ {
+ vec2 origCoord = coord + vec2(11.0, 0.0) * uImageIncrement_Stage2;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
+ c = textureColor;
+ }
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage2[3].x;
+ {
+ vec2 origCoord = coord + vec2(12.0, 0.0) * uImageIncrement_Stage2;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
+ c = textureColor;
+ }
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage2[3].y;
+ {
+ vec2 origCoord = coord + vec2(13.0, 0.0) * uImageIncrement_Stage2;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
+ c = textureColor;
+ }
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage2[3].z;
+ {
+ vec2 origCoord = coord + vec2(14.0, 0.0) * uImageIncrement_Stage2;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
+ c = textureColor;
+ }
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage2[3].w;
+ {
+ vec2 origCoord = coord + vec2(15.0, 0.0) * uImageIncrement_Stage2;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
+ c = textureColor;
+ }
+ sum += c * k;
+ }
+ output_Stage2 = sum * uGain_Stage2 + uBias_Stage2;
+ output_Stage2.w = clamp(output_Stage2.w, 0.0, 1.0);
+ output_Stage2.xyz = clamp(output_Stage2.xyz, 0.0, output_Stage2.w);
+ output_Stage2 *= output_Stage1;
+ }
+ vec4 output_Stage3;
+ {
+ output_Stage3 = blend_dst_in(output_Stage2, ClampedGradientEffect_Stage3_c0_c0(vec4(1.0)));
+ }
+ vec4 output_Stage4;
+ {
+ vec2 translatedFragPos = gl_FragCoord.xy - uproxyRect_Stage4.xy;
+ float threshold = ucornerRadius_Stage4 + 2.0 * ublurRadius_Stage4;
+ vec2 middle = (uproxyRect_Stage4.zw - uproxyRect_Stage4.xy) - 2.0 * threshold;
+ if (translatedFragPos.x >= threshold && translatedFragPos.x < middle.x + threshold) {
+ translatedFragPos.x = threshold;
+ } else if (translatedFragPos.x >= middle.x + threshold) {
+ translatedFragPos.x -= middle.x - 1.0;
+ }
+ if (translatedFragPos.y > threshold && translatedFragPos.y < middle.y + threshold) {
+ translatedFragPos.y = threshold;
+ } else if (translatedFragPos.y >= middle.y + threshold) {
+ translatedFragPos.y -= middle.y - 1.0;
+ }
+ vec2 proxyDims = vec2(2.0 * threshold + 1.0);
+ vec2 texCoord = translatedFragPos / proxyDims;
+ output_Stage4 = output_Stage3 * texture(uTextureSampler_0_Stage4, texCoord);
+ }
+ vec4 output_Stage5;
+ {
+ output_Stage5 = output_Stage4;
+ vec4 dst = ConstColorProcessor_Stage5_c1_c0(vec4(1.0), vTransformedCoords_2_Stage0);
+ output_Stage5 = clamp((((uk_Stage5.x * output_Stage5) * dst + uk_Stage5.y * output_Stage5) + uk_Stage5.z * dst) + uk_Stage5.w, 0.0, 1.0);
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+uniform mat3 uCoordTransformMatrix_1_Stage0;
+uniform mat3 uCoordTransformMatrix_2_Stage0;
+in vec2 inPosition;
+in vec4 inColor;
+in vec2 inEllipseOffset;
+in vec4 inEllipseRadii;
+noperspective out vec2 vEllipseOffsets_Stage0;
+noperspective out vec4 vEllipseRadii_Stage0;
+noperspective out vec4 vinColor_Stage0;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+noperspective out vec2 vTransformedCoords_1_Stage0;
+noperspective out vec2 vTransformedCoords_2_Stage0;
+void main() {
+ vEllipseOffsets_Stage0 = inEllipseOffset;
+ vEllipseRadii_Stage0 = inEllipseRadii;
+ vinColor_Stage0 = inColor;
+ vec2 pos2 = inPosition;
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy;
+ vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(inPosition, 1.0)).xy;
+ vTransformedCoords_2_Stage0 = (uCoordTransformMatrix_2_Stage0 * vec3(inPosition, 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);
+}
+