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-rw-r--r--shaders/skia/772.shader_test115
1 files changed, 115 insertions, 0 deletions
diff --git a/shaders/skia/772.shader_test b/shaders/skia/772.shader_test
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+++ b/shaders/skia/772.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 float uCoverage_Stage0;
+uniform vec4 ucircle_Stage1_c0_c0_c0_c0;
+uniform vec4 ucolor_Stage1_c0_c0_c1_c0;
+uniform vec4 ucolor0_Stage1_c1_c0;
+uniform vec4 ucolor1_Stage1_c1_c0;
+uniform vec4 ucolor2_Stage1_c1_c0;
+uniform vec4 ucolor3_Stage1_c1_c0;
+uniform vec4 ucolor4_Stage1_c1_c0;
+uniform vec4 ucolor5_Stage1_c1_c0;
+uniform vec2 uDstTextureUpperLeft_Stage2;
+uniform vec2 uDstTextureCoordScale_Stage2;
+uniform sampler2D uDstTextureSampler_Stage2;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+vec4 CircleEffect_Stage1_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ float d;
+ {
+ d = (1.0 - length((ucircle_Stage1_c0_c0_c0_c0.xy - gl_FragCoord.xy) * ucircle_Stage1_c0_c0_c0_c0.w)) * ucircle_Stage1_c0_c0_c0_c0.z;
+ }
+ {
+ _output = _input * clamp(d, 0.0, 1.0);
+ }
+ return _output;
+}
+vec4 ConstColorProcessor_Stage1_c0_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ {
+ _output = _input * ucolor_Stage1_c0_c0_c1_c0;
+ }
+ return _output;
+}
+vec4 blend_screen(vec4 src, vec4 dst) {
+ return src + (1.0 - src) * dst;
+}
+vec4 ComposeTwo_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_screen(CircleEffect_Stage1_c0_c0_c0_c0(inputColor), ConstColorProcessor_Stage1_c0_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+vec4 Overdraw_Stage1_c1_c0(vec4 _input) {
+ vec4 _output;
+ _output = _input;
+ float alpha = 255.0 * _output.w;
+ if (alpha < 0.5) {
+ _output = ucolor0_Stage1_c1_c0;
+ } else if (alpha < 1.5) {
+ _output = ucolor1_Stage1_c1_c0;
+ } else if (alpha < 2.5) {
+ _output = ucolor2_Stage1_c1_c0;
+ } else if (alpha < 3.5) {
+ _output = ucolor3_Stage1_c1_c0;
+ } else if (alpha < 4.5) {
+ _output = ucolor4_Stage1_c1_c0;
+ } else {
+ _output = ucolor5_Stage1_c1_c0;
+ }
+ return _output;
+}
+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 outputColor_Stage0;
+ vec4 outputCoverage_Stage0;
+ {
+ outputColor_Stage0 = uColor_Stage0;
+ outputCoverage_Stage0 = vec4(uCoverage_Stage0);
+ }
+ vec4 output_Stage1;
+ {
+ vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
+ output_Stage1 = blend_dst_in(ComposeTwo_Stage1_c0_c0(inputColor), Overdraw_Stage1_c1_c0(inputColor));
+ output_Stage1 *= outputColor_Stage0.w;
+ }
+ {
+ if (all(lessThanEqual(outputCoverage_Stage0.xyz, vec3(0.0)))) {
+ discard;
+ }
+ vec2 _dstTexCoord = (gl_FragCoord.xy - uDstTextureUpperLeft_Stage2) * uDstTextureCoordScale_Stage2;
+ _dstTexCoord.y = 1.0 - _dstTexCoord.y;
+ vec4 _dstColor = texture(uDstTextureSampler_Stage2, _dstTexCoord);
+ sk_FragColor = blend_src_in(output_Stage1, _dstColor);
+ sk_FragColor = outputCoverage_Stage0 * sk_FragColor + (vec4(1.0) - outputCoverage_Stage0) * _dstColor;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+in vec2 inPosition;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+void main() {
+ vec2 pos2 = inPosition;
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_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);
+}
+