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-rw-r--r--shaders/skia/70-27.shader_test85
1 files changed, 85 insertions, 0 deletions
diff --git a/shaders/skia/70-27.shader_test b/shaders/skia/70-27.shader_test
new file mode 100644
index 0000000..78f5de4
--- /dev/null
+++ b/shaders/skia/70-27.shader_test
@@ -0,0 +1,85 @@
+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+uniform vec4 uniformColor_Stage1_c0_c0;
+uniform sampler2D uTextureSampler_0_Stage1;
+noperspective in vec4 vcolor_Stage0;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+vec4 TextureEffect_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ _output = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0) * _input;
+ return _output;
+}
+vec4 OverrideInputFragmentProcessor_Stage1_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ _output = TextureEffect_Stage1_c0_c0_c0_c0_c0_c0(vec4(1.0, 1.0, 1.0, 1.0));
+ return _output;
+}
+vec4 OverrideInputFragmentProcessor_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 constColor;
+ {
+ constColor = uniformColor_Stage1_c0_c0;
+ }
+ _output = OverrideInputFragmentProcessor_Stage1_c0_c0_c0_c0(constColor);
+ 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);
+}
+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);
+ }
+ {
+ sk_FragColor = output_Stage1;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uViewM_Stage0;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+in vec2 inPosition;
+in vec4 inColor;
+in vec2 inLocalCoord;
+noperspective out vec4 vcolor_Stage0;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+void main() {
+ vec4 color = inColor;
+ vcolor_Stage0 = color;
+ vec2 pos2 = (uViewM_Stage0 * vec3(inPosition, 1.0)).xy;
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inLocalCoord, 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);
+}
+