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-rw-r--r--shaders/skia/73-36.shader_test229
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diff --git a/shaders/skia/73-36.shader_test b/shaders/skia/73-36.shader_test
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+[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 vec4 uColor_Stage0;
+uniform vec4 ucolor_Stage1_c0_c0_c0_c0;
+uniform vec4 uboundsUniform_Stage1_c0_c0_c1_c0_c0_c0;
+uniform float uxInvZoom_Stage1_c0_c0_c1_c0_c0_c0;
+uniform float uyInvZoom_Stage1_c0_c0_c1_c0_c0_c0;
+uniform float uxInvInset_Stage1_c0_c0_c1_c0_c0_c0;
+uniform float uyInvInset_Stage1_c0_c0_c1_c0_c0_c0;
+uniform vec2 uoffset_Stage1_c0_c0_c1_c0_c0_c0;
+uniform vec3 uedges_Stage1_c0_c0_c1_c0_c1_c0[1];
+uniform mat4 um_Stage1_c1_c0_c0_c0_c0_c0;
+uniform vec4 uv_Stage1_c1_c0_c0_c0_c0_c0;
+uniform vec4 urectUniform_Stage1_c1_c0_c0_c0_c1_c0;
+uniform float uinnerThreshold_Stage1_c1_c0_c1_c0_c0_c0;
+uniform float uouterThreshold_Stage1_c1_c0_c1_c0_c0_c0;
+uniform vec4 uinnerRect_Stage1_c1_c0_c1_c0_c1_c0;
+uniform vec2 uradiusPlusHalf_Stage1_c1_c0_c1_c0_c1_c0;
+uniform sampler2D uTextureSampler_0_Stage1;
+uniform sampler2D uTextureSampler_1_Stage1;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+noperspective in vec2 vTransformedCoords_1_Stage0;
+vec4 ConstColorProcessor_Stage1_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ {
+ _output = ucolor_Stage1_c0_c0_c0_c0;
+ }
+ return _output;
+}
+vec4 MagnifierEffect_Stage1_c0_c0_c1_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec2 coord = vTransformedCoords_0_Stage0;
+ vec2 zoom_coord = uoffset_Stage1_c0_c0_c1_c0_c0_c0 + coord * vec2(uxInvZoom_Stage1_c0_c0_c1_c0_c0_c0, uyInvZoom_Stage1_c0_c0_c1_c0_c0_c0);
+ vec2 delta = (coord - uboundsUniform_Stage1_c0_c0_c1_c0_c0_c0.xy) * uboundsUniform_Stage1_c0_c0_c1_c0_c0_c0.zw;
+ delta = min(delta, vec2(1.0, 1.0) - delta);
+ delta *= vec2(uxInvInset_Stage1_c0_c0_c1_c0_c0_c0, uyInvInset_Stage1_c0_c0_c1_c0_c0_c0);
+ float weight = 0.0;
+ if (delta.x < 2.0 && delta.y < 2.0) {
+ delta = vec2(2.0, 2.0) - delta;
+ float dist = length(delta);
+ dist = max(2.0 - dist, 0.0);
+ weight = min(dist * dist, 1.0);
+ } else {
+ vec2 delta_squared = delta * delta;
+ weight = min(min(delta_squared.x, delta_squared.y), 1.0);
+ }
+ _output = texture(uTextureSampler_0_Stage1, mix(coord, zoom_coord, weight));
+ return _output;
+}
+vec4 ConvexPoly_Stage1_c0_c0_c1_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ float alpha = 1.0;
+ float edge;
+ edge = dot(uedges_Stage1_c0_c0_c1_c0_c1_c0[0], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
+ edge = edge >= 0.5 ? 1.0 : 0.0;
+ alpha *= edge;
+ alpha = 1.0 - alpha;
+ _output = _input * alpha;
+ return _output;
+}
+float _blend_color_luminance(vec3 color) {
+ return dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), color);
+}
+vec3 _blend_set_color_luminance(vec3 hueSatColor, float alpha, vec3 lumColor) {
+ float lum = _blend_color_luminance(lumColor);
+ vec3 result = (lum - _blend_color_luminance(hueSatColor)) + hueSatColor;
+ float minComp = min(min(result.x, result.y), result.z);
+ float maxComp = max(max(result.x, result.y), result.z);
+ if (minComp < 0.0 && lum != minComp) {
+ result = lum + ((result - lum) * lum) / (lum - minComp);
+ }
+ if (maxComp > alpha && maxComp != lum) {
+ return lum + ((result - lum) * (alpha - lum)) / (maxComp - lum);
+ }
+ return result;
+}
+vec4 blend_color(vec4 src, vec4 dst) {
+ float alpha = dst.w * src.w;
+ vec3 sda = src.xyz * dst.w;
+ vec3 dsa = dst.xyz * src.w;
+ return vec4((((_blend_set_color_luminance(sda, alpha, dsa) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha);
+}
+vec4 ComposeTwo_Stage1_c0_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_color(MagnifierEffect_Stage1_c0_c0_c1_c0_c0_c0(inputColor), ConvexPoly_Stage1_c0_c0_c1_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+vec4 blend_dst_out(vec4 src, vec4 dst) {
+ return (1.0 - src.w) * dst;
+}
+vec4 ComposeTwo_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_dst_out(ConstColorProcessor_Stage1_c0_c0_c0_c0(inputColor), ComposeTwo_Stage1_c0_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+vec4 ColorMatrixFragmentProcessor_Stage1_c1_c0_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = _input;
+ _output = um_Stage1_c1_c0_c0_c0_c0_c0 * inputColor + uv_Stage1_c1_c0_c0_c0_c0_c0;
+ {
+ _output = clamp(_output, 0.0, 1.0);
+ }
+ {
+ _output.xyz *= _output.w;
+ }
+ return _output;
+}
+vec4 AARectEffect_Stage1_c1_c0_c0_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ float alpha;
+ {
+ alpha = float(all(greaterThan(vec4(gl_FragCoord.xy, urectUniform_Stage1_c1_c0_c0_c0_c1_c0.zw), vec4(urectUniform_Stage1_c1_c0_c0_c0_c1_c0.xy, gl_FragCoord.xy))) ? 1 : 0);
+ }
+ {
+ alpha = 1.0 - alpha;
+ }
+ _output = _input * alpha;
+ return _output;
+}
+vec4 blend_dst_over(vec4 src, vec4 dst) {
+ return (1.0 - dst.w) * src + dst;
+}
+vec4 ComposeTwo_Stage1_c1_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_dst_over(ColorMatrixFragmentProcessor_Stage1_c1_c0_c0_c0_c0_c0(inputColor), AARectEffect_Stage1_c1_c0_c0_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+vec4 AlphaThresholdFragmentProcessor_Stage1_c1_c0_c1_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 color = _input;
+ vec4 mask_color = texture(uTextureSampler_1_Stage1, vTransformedCoords_1_Stage0);
+ if (mask_color.w < 0.5) {
+ if (color.w > uouterThreshold_Stage1_c1_c0_c1_c0_c0_c0) {
+ float scale = uouterThreshold_Stage1_c1_c0_c1_c0_c0_c0 / color.w;
+ color.xyz *= scale;
+ color.w = uouterThreshold_Stage1_c1_c0_c1_c0_c0_c0;
+ }
+ } else if (color.w < uinnerThreshold_Stage1_c1_c0_c1_c0_c0_c0) {
+ float scale = uinnerThreshold_Stage1_c1_c0_c1_c0_c0_c0 / max(0.0010000000474974513, color.w);
+ color.xyz *= scale;
+ color.w = uinnerThreshold_Stage1_c1_c0_c1_c0_c0_c0;
+ }
+ _output = color;
+ return _output;
+}
+vec4 CircularRRect_Stage1_c1_c0_c1_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec2 dxy0 = uinnerRect_Stage1_c1_c0_c1_c0_c1_c0.xy - gl_FragCoord.xy;
+ vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage1_c1_c0_c1_c0_c1_c0.zw;
+ vec2 dxy = max(max(dxy0, dxy1), 0.0);
+ float alpha = clamp(uradiusPlusHalf_Stage1_c1_c0_c1_c0_c1_c0.x - length(dxy), 0.0, 1.0);
+ _output = _input * alpha;
+ return _output;
+}
+vec4 blend_difference(vec4 src, vec4 dst) {
+ return vec4((src.xyz + dst.xyz) - 2.0 * min(src.xyz * dst.w, dst.xyz * src.w), src.w + (1.0 - src.w) * dst.w);
+}
+vec4 ComposeTwo_Stage1_c1_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_difference(AlphaThresholdFragmentProcessor_Stage1_c1_c0_c1_c0_c0_c0(inputColor), CircularRRect_Stage1_c1_c0_c1_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+vec4 blend_src_over(vec4 src, vec4 dst) {
+ return src + (1.0 - src.w) * dst;
+}
+vec4 blend_darken(vec4 src, vec4 dst) {
+ vec4 result = blend_src_over(src, dst);
+ result.xyz = min(result.xyz, (1.0 - dst.w) * src.xyz + dst.xyz);
+ return result;
+}
+vec4 ComposeTwo_Stage1_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_darken(ComposeTwo_Stage1_c1_c0_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+vec4 blend_multiply(vec4 src, vec4 dst) {
+ return vec4(((1.0 - src.w) * dst.xyz + (1.0 - dst.w) * src.xyz) + src.xyz * dst.xyz, src.w + (1.0 - src.w) * dst.w);
+}
+void main() {
+ vec4 outputColor_Stage0;
+ {
+ outputColor_Stage0 = uColor_Stage0;
+ }
+ vec4 output_Stage1;
+ {
+ vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
+ output_Stage1 = blend_multiply(ComposeTwo_Stage1_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0(inputColor));
+ output_Stage1 *= outputColor_Stage0.w;
+ }
+ {
+ sk_FragColor = output_Stage1;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uViewM_Stage0;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+uniform mat3 uCoordTransformMatrix_1_Stage0;
+in vec2 inPosition;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+noperspective out vec2 vTransformedCoords_1_Stage0;
+void main() {
+ vec2 pos2 = (uViewM_Stage0 * vec3(inPosition, 1.0)).xy;
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy;
+ vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_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);
+}
+