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-rw-r--r--shaders/skia/643-2.shader_test127
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);
+}
+