diff options
Diffstat (limited to 'shaders/skia/643-2.shader_test')
-rw-r--r-- | shaders/skia/643-2.shader_test | 127 |
1 files changed, 127 insertions, 0 deletions
diff --git a/shaders/skia/643-2.shader_test b/shaders/skia/643-2.shader_test new file mode 100644 index 0000000..953c2cb --- /dev/null +++ b/shaders/skia/643-2.shader_test @@ -0,0 +1,127 @@ +[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 float uinnerThreshold_Stage2; +uniform float uouterThreshold_Stage2; +uniform vec4 uinnerRect_Stage5; +uniform vec4 uinvRadiiLTRB_Stage5; +uniform vec2 uDstTextureUpperLeft_Stage6; +uniform vec2 uDstTextureCoordScale_Stage6; +uniform sampler2D uTextureSampler_0_Stage1; +uniform sampler2D uTextureSampler_0_Stage2; +uniform sampler2D uTextureSampler_0_Stage3; +uniform sampler2D uDstTextureSampler_Stage6; +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 blend_src(vec4 src, vec4 dst) { + return src; +} +void main() { + vec4 outputColor_Stage0; + vec4 outputCoverage_Stage0; + { + outputColor_Stage0 = vinColor_Stage0; + vec2 offset = vEllipseOffsets_Stage0; + 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); + outputCoverage_Stage0 = vec4(edgeAlpha); + } + vec4 output_Stage1; + { + output_Stage1 = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0) * outputColor_Stage0; + } + vec4 output_Stage2; + { + vec4 color = output_Stage1; + vec4 mask_color = texture(uTextureSampler_0_Stage2, vTransformedCoords_1_Stage0); + if (mask_color.w < 0.5) { + if (color.w > uouterThreshold_Stage2) { + float scale = uouterThreshold_Stage2 / color.w; + color.xyz *= scale; + color.w = uouterThreshold_Stage2; + } + } else if (color.w < uinnerThreshold_Stage2) { + float scale = uinnerThreshold_Stage2 / max(0.0010000000474974513, color.w); + color.xyz *= scale; + color.w = uinnerThreshold_Stage2; + } + output_Stage2 = color; + } + vec4 output_Stage3; + { + output_Stage3 = texture(uTextureSampler_0_Stage3, vTransformedCoords_2_Stage0) * output_Stage2; + } + vec4 output_Stage4; + { + { + output_Stage4 = clamp(outputCoverage_Stage0, 0.0, 1.0); + } + } + vec4 output_Stage5; + { + vec2 dxy0 = uinnerRect_Stage5.xy - gl_FragCoord.xy; + vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage5.zw; + vec2 dxy = max(max(dxy0, dxy1), 0.0); + vec2 Z = max(max(dxy0 * uinvRadiiLTRB_Stage5.xy, dxy1 * uinvRadiiLTRB_Stage5.zw), 0.0); + float implicit = dot(Z, dxy) - 1.0; + float grad_dot = 4.0 * dot(Z, Z); + grad_dot = max(grad_dot, 9.9999997473787516e-05); + float approx_dist = implicit * inversesqrt(grad_dot); + float alpha = clamp(0.5 - approx_dist, 0.0, 1.0); + output_Stage5 = output_Stage4 * alpha; + } + { + if (all(lessThanEqual(output_Stage5.xyz, vec3(0.0)))) { + discard; + } + vec2 _dstTexCoord = (gl_FragCoord.xy - uDstTextureUpperLeft_Stage6) * uDstTextureCoordScale_Stage6; + _dstTexCoord.y = 1.0 - _dstTexCoord.y; + vec4 _dstColor = texture(uDstTextureSampler_Stage6, _dstTexCoord); + sk_FragColor = blend_src(output_Stage3, _dstColor); + sk_FragColor = output_Stage5 * sk_FragColor + (vec4(1.0) - output_Stage5) * _dstColor; + } +} + +[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); +} + |