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Diffstat (limited to 'shaders/skia/73-36.shader_test')
-rw-r--r-- | shaders/skia/73-36.shader_test | 229 |
1 files changed, 229 insertions, 0 deletions
diff --git a/shaders/skia/73-36.shader_test b/shaders/skia/73-36.shader_test new file mode 100644 index 0000000..dce3494 --- /dev/null +++ b/shaders/skia/73-36.shader_test @@ -0,0 +1,229 @@ +[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); +} + |