diff options
Diffstat (limited to 'shaders/skia/763.shader_test')
-rw-r--r-- | shaders/skia/763.shader_test | 215 |
1 files changed, 215 insertions, 0 deletions
diff --git a/shaders/skia/763.shader_test b/shaders/skia/763.shader_test new file mode 100644 index 0000000..52b3ee6 --- /dev/null +++ b/shaders/skia/763.shader_test @@ -0,0 +1,215 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +uniform float ucornerRadius_Stage1_c0_c0; +uniform vec4 uproxyRect_Stage1_c0_c0; +uniform float ublurRadius_Stage1_c0_c0; +uniform vec4 ucolor_Stage1_c1_c0; +uniform vec4 urectH_Stage2; +uniform float uinvSixSigma_Stage2; +uniform vec4 uscale0_1_Stage3_c2_c0_c1_c0; +uniform vec4 uscale2_3_Stage3_c2_c0_c1_c0; +uniform vec4 uscale4_5_Stage3_c2_c0_c1_c0; +uniform vec4 uscale6_7_Stage3_c2_c0_c1_c0; +uniform vec4 ubias0_1_Stage3_c2_c0_c1_c0; +uniform vec4 ubias2_3_Stage3_c2_c0_c1_c0; +uniform vec4 ubias4_5_Stage3_c2_c0_c1_c0; +uniform vec4 ubias6_7_Stage3_c2_c0_c1_c0; +uniform vec4 uthresholds1_7_Stage3_c2_c0_c1_c0; +uniform vec4 uthresholds9_13_Stage3_c2_c0_c1_c0; +uniform float uPixelSize_Stage4; +uniform vec2 uRange_Stage4; +uniform float ucornerRadius_Stage5; +uniform vec4 uproxyRect_Stage5; +uniform float ublurRadius_Stage5; +uniform sampler2D uTextureSampler_0_Stage1; +uniform sampler2D uTextureSampler_0_Stage2; +uniform sampler2D uTextureSampler_0_Stage4; +uniform sampler2D uTextureSampler_0_Stage5; +noperspective in vec4 vcolor_Stage0; +noperspective in vec2 vTransformedCoords_0_Stage0; +noperspective in vec2 vTransformedCoords_1_Stage0; +noperspective in float vinCoverage_Stage0; +vec4 RRectBlurEffect_Stage1_c0_c0(vec4 _input) { + vec4 _output; + vec2 translatedFragPos = gl_FragCoord.xy - uproxyRect_Stage1_c0_c0.xy; + float threshold = ucornerRadius_Stage1_c0_c0 + 2.0 * ublurRadius_Stage1_c0_c0; + vec2 middle = (uproxyRect_Stage1_c0_c0.zw - uproxyRect_Stage1_c0_c0.xy) - 2.0 * threshold; + if (translatedFragPos.x >= threshold && translatedFragPos.x < middle.x + threshold) { + translatedFragPos.x = threshold; + } else if (translatedFragPos.x >= middle.x + threshold) { + translatedFragPos.x -= middle.x - 1.0; + } + if (translatedFragPos.y > threshold && translatedFragPos.y < middle.y + threshold) { + translatedFragPos.y = threshold; + } else if (translatedFragPos.y >= middle.y + threshold) { + translatedFragPos.y -= middle.y - 1.0; + } + vec2 proxyDims = vec2(2.0 * threshold + 1.0); + vec2 texCoord = translatedFragPos / proxyDims; + _output = _input * texture(uTextureSampler_0_Stage1, texCoord); + return _output; +} +vec4 ConstColorProcessor_Stage1_c1_c0(vec4 _input) { + vec4 _output; + { + _output = _input * ucolor_Stage1_c1_c0; + } + return _output; +} +vec4 LinearGradientLayout_Stage3_c2_c0_c0_c0(vec4 _input) { + vec4 _output; + float t = vTransformedCoords_0_Stage0.x + 9.9999997473787516e-06; + _output = vec4(t, 1.0, 0.0, 0.0); + return _output; +} +vec4 UnrolledBinaryGradientColorizer_Stage3_c2_c0_c1_c0(vec4 _input) { + vec4 _output; + float t = _input.x; + vec4 scale, bias; + { + if (t < uthresholds1_7_Stage3_c2_c0_c1_c0.y) { + if (t < uthresholds1_7_Stage3_c2_c0_c1_c0.x) { + scale = uscale0_1_Stage3_c2_c0_c1_c0; + bias = ubias0_1_Stage3_c2_c0_c1_c0; + } else { + scale = uscale2_3_Stage3_c2_c0_c1_c0; + bias = ubias2_3_Stage3_c2_c0_c1_c0; + } + } else { + if (t < uthresholds1_7_Stage3_c2_c0_c1_c0.z) { + scale = uscale4_5_Stage3_c2_c0_c1_c0; + bias = ubias4_5_Stage3_c2_c0_c1_c0; + } else { + scale = uscale6_7_Stage3_c2_c0_c1_c0; + bias = ubias6_7_Stage3_c2_c0_c1_c0; + } + } + } + _output = t * scale + bias; + return _output; +} +vec4 TiledGradientEffect_Stage3_c2_c0(vec4 _input) { + vec4 _output; + vec4 t = LinearGradientLayout_Stage3_c2_c0_c0_c0(vec4(1.0)); + { + { + float t_1 = t.x - 1.0; + float tiled_t = (t_1 - 2.0 * floor(t_1 * 0.5)) - 1.0; + t.x = abs(tiled_t); + } + _output = UnrolledBinaryGradientColorizer_Stage3_c2_c0_c1_c0(t); + } + { + _output.xyz *= _output.w; + } + return _output; +} +float _guarded_divide(float n, float d) { + return n / d; +} +float _color_burn_component(float sc, float sa, float dc, float da) { + if (da == dc) { + return (sa * da + sc * (1.0 - da)) + dc * (1.0 - sa); + } else if (sc == 0.0) { + return dc * (1.0 - sa); + } + float d = max(0.0, da - _guarded_divide((da - dc) * sa, sc)); + return (d * sa + sc * (1.0 - da)) + dc * (1.0 - sa); +} +vec4 blend_color_burn(vec4 src, vec4 dst) { + return vec4(_color_burn_component(src.x, src.w, dst.x, dst.w), _color_burn_component(src.y, src.w, dst.y, dst.w), _color_burn_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w); +} +vec4 blend_src_in(vec4 src, vec4 dst) { + return src * dst.w; +} +vec4 blend_dst_in(vec4 src, vec4 dst) { + return blend_src_in(dst, src); +} +void main() { + vec4 outputCoverage_Stage0; + { + float alpha = 1.0; + alpha = vinCoverage_Stage0; + outputCoverage_Stage0 = vec4(alpha); + } + vec4 output_Stage1; + { + vec4 inputColor = vec4(outputCoverage_Stage0.xyz, 1.0); + output_Stage1 = blend_color_burn(RRectBlurEffect_Stage1_c0_c0(inputColor), ConstColorProcessor_Stage1_c1_c0(inputColor)); + output_Stage1 *= outputCoverage_Stage0.w; + } + vec4 output_Stage2; + { + float xCoverage, yCoverage; + { + float x, y; + { + x = max(urectH_Stage2.x - gl_FragCoord.x, gl_FragCoord.x - urectH_Stage2.z); + y = max(urectH_Stage2.y - gl_FragCoord.y, gl_FragCoord.y - urectH_Stage2.w); + } + xCoverage = texture(uTextureSampler_0_Stage2, vec2(x * uinvSixSigma_Stage2, 0.5)).w; + yCoverage = texture(uTextureSampler_0_Stage2, vec2(y * uinvSixSigma_Stage2, 0.5)).w; + output_Stage2 = (output_Stage1 * xCoverage) * yCoverage; + } + output_Stage2 = (output_Stage1 * xCoverage) * yCoverage; + } + vec4 output_Stage3; + { + output_Stage3 = blend_dst_in(output_Stage2, TiledGradientEffect_Stage3_c2_c0(vec4(1.0))); + } + vec4 output_Stage4; + { + output_Stage4 = vec4(1.0, 1.0, 1.0, 1.0); + vec2 coord = vTransformedCoords_1_Stage0; + coord.x -= 3.0 * uPixelSize_Stage4; + for (int i = 0;i < 7; i++) { + output_Stage4 = min(output_Stage4, texture(uTextureSampler_0_Stage4, coord)); + coord.x += uPixelSize_Stage4; + } + output_Stage4 *= output_Stage3; + } + { + vec2 translatedFragPos = gl_FragCoord.xy - uproxyRect_Stage5.xy; + float threshold = ucornerRadius_Stage5 + 2.0 * ublurRadius_Stage5; + vec2 middle = (uproxyRect_Stage5.zw - uproxyRect_Stage5.xy) - 2.0 * threshold; + if (translatedFragPos.x >= threshold && translatedFragPos.x < middle.x + threshold) { + translatedFragPos.x = threshold; + } else if (translatedFragPos.x >= middle.x + threshold) { + translatedFragPos.x -= middle.x - 1.0; + } + if (translatedFragPos.y > threshold && translatedFragPos.y < middle.y + threshold) { + translatedFragPos.y = threshold; + } else if (translatedFragPos.y >= middle.y + threshold) { + translatedFragPos.y -= middle.y - 1.0; + } + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uCoordTransformMatrix_0_Stage0; +uniform mat3 uCoordTransformMatrix_1_Stage0; +in vec2 inPosition; +in vec4 inColor; +in float inCoverage; +noperspective out vec4 vcolor_Stage0; +noperspective out vec2 vTransformedCoords_0_Stage0; +noperspective out vec2 vTransformedCoords_1_Stage0; +noperspective out float vinCoverage_Stage0; +void main() { + vec4 color = inColor; + vcolor_Stage0 = color; + 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; + vinCoverage_Stage0 = inCoverage; + 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); +} + |