diff options
Diffstat (limited to 'shaders/skia/541-2.shader_test')
-rw-r--r-- | shaders/skia/541-2.shader_test | 346 |
1 files changed, 346 insertions, 0 deletions
diff --git a/shaders/skia/541-2.shader_test b/shaders/skia/541-2.shader_test new file mode 100644 index 0000000..aaebe34 --- /dev/null +++ b/shaders/skia/541-2.shader_test @@ -0,0 +1,346 @@ +[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); +} + |