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-rw-r--r--shaders/skia/778.shader_test373
1 files changed, 373 insertions, 0 deletions
diff --git a/shaders/skia/778.shader_test b/shaders/skia/778.shader_test
new file mode 100644
index 0000000..fc96a4d
--- /dev/null
+++ b/shaders/skia/778.shader_test
@@ -0,0 +1,373 @@
+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+#extension GL_KHR_blend_equation_advanced : require
+#extension GL_ARB_fragment_coord_conventions : require
+layout(origin_upper_left) in vec4 gl_FragCoord;
+out vec4 sk_FragColor;
+layout (blend_support_all_equations) out ;
+uniform vec4 uColor_Stage0;
+uniform vec2 uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0;
+uniform vec2 uBounds_Stage1_c0_c0_c0_c0_c0_c0;
+uniform vec4 uKernel_Stage1_c0_c0_c0_c0_c0_c0[3];
+uniform vec2 uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0;
+uniform float uSurfaceScale_Stage1_c0_c0_c0_c0_c1_c0;
+uniform vec3 uLightColor_Stage1_c0_c0_c0_c0_c1_c0;
+uniform float uKD_Stage1_c0_c0_c0_c0_c1_c0;
+uniform vec4 uTexDom_Stage1_c0_c0_c0_c0_c1_c0;
+uniform vec3 uDecalParams_Stage1_c0_c0_c0_c0_c1_c0;
+uniform vec3 uLightDirection_Stage1_c0_c0_c0_c0_c1_c0;
+uniform vec4 ucolor_Stage1_c0_c0_c1_c0_c0_c0;
+uniform vec4 uellipse_Stage1_c0_c0_c1_c0_c1_c0;
+uniform vec3 uedges_Stage1_c1_c0[2];
+uniform sampler2D uTextureSampler_0_Stage1;
+uniform sampler2D uTextureSampler_1_Stage1;
+noperspective in vec3 vDashParam_Stage0;
+noperspective in vec2 vCircleParams_Stage0;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+noperspective in vec2 vTransformedCoords_1_Stage0;
+vec4 GaussianConvolution_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ _output = vec4(0.0, 0.0, 0.0, 0.0);
+ vec2 coord = vTransformedCoords_0_Stage0 - 4.0 * uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0;
+ vec2 coordSampled = vec2(0.0, 0.0);
+ coordSampled = coord;
+ if (coord.x >= uBounds_Stage1_c0_c0_c0_c0_c0_c0.x && coord.x <= uBounds_Stage1_c0_c0_c0_c0_c0_c0.y) {
+ _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c0_c0[0].x;
+ }
+ coord += uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0;
+ coordSampled = coord;
+ if (coord.x >= uBounds_Stage1_c0_c0_c0_c0_c0_c0.x && coord.x <= uBounds_Stage1_c0_c0_c0_c0_c0_c0.y) {
+ _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c0_c0[0].y;
+ }
+ coord += uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0;
+ coordSampled = coord;
+ if (coord.x >= uBounds_Stage1_c0_c0_c0_c0_c0_c0.x && coord.x <= uBounds_Stage1_c0_c0_c0_c0_c0_c0.y) {
+ _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c0_c0[0].z;
+ }
+ coord += uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0;
+ coordSampled = coord;
+ if (coord.x >= uBounds_Stage1_c0_c0_c0_c0_c0_c0.x && coord.x <= uBounds_Stage1_c0_c0_c0_c0_c0_c0.y) {
+ _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c0_c0[0].w;
+ }
+ coord += uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0;
+ coordSampled = coord;
+ if (coord.x >= uBounds_Stage1_c0_c0_c0_c0_c0_c0.x && coord.x <= uBounds_Stage1_c0_c0_c0_c0_c0_c0.y) {
+ _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c0_c0[1].x;
+ }
+ coord += uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0;
+ coordSampled = coord;
+ if (coord.x >= uBounds_Stage1_c0_c0_c0_c0_c0_c0.x && coord.x <= uBounds_Stage1_c0_c0_c0_c0_c0_c0.y) {
+ _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c0_c0[1].y;
+ }
+ coord += uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0;
+ coordSampled = coord;
+ if (coord.x >= uBounds_Stage1_c0_c0_c0_c0_c0_c0.x && coord.x <= uBounds_Stage1_c0_c0_c0_c0_c0_c0.y) {
+ _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c0_c0[1].z;
+ }
+ coord += uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0;
+ coordSampled = coord;
+ if (coord.x >= uBounds_Stage1_c0_c0_c0_c0_c0_c0.x && coord.x <= uBounds_Stage1_c0_c0_c0_c0_c0_c0.y) {
+ _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c0_c0[1].w;
+ }
+ coord += uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0;
+ coordSampled = coord;
+ if (coord.x >= uBounds_Stage1_c0_c0_c0_c0_c0_c0.x && coord.x <= uBounds_Stage1_c0_c0_c0_c0_c0_c0.y) {
+ _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c0_c0[2].x;
+ }
+ coord += uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0;
+ _output *= _input;
+ return _output;
+}
+vec4 light_Stage1_c0_c0_c0_c0_c1_c0(vec3 normal, vec3 surfaceToLight, vec3 lightColor) {
+ float colorScale = uKD_Stage1_c0_c0_c0_c0_c1_c0 * dot(normal, surfaceToLight);
+ return vec4(lightColor * clamp(colorScale, 0.0, 1.0), 1.0);
+}
+float sobel_Stage1_c0_c0_c0_c0_c1_c0(float a, float b, float c, float d, float e, float f, float scale) {
+ return (((((-a + b) - 2.0 * c) + 2.0 * d) - e) + f) * scale;
+}
+vec3 pointToNormal_Stage1_c0_c0_c0_c0_c1_c0(float x, float y, float scale) {
+ return normalize(vec3(-x * scale, -y * scale, 1.0));
+}
+vec3 normal_Stage1_c0_c0_c0_c0_c1_c0(float m[9], float surfaceScale) {
+ return pointToNormal_Stage1_c0_c0_c0_c0_c1_c0(sobel_Stage1_c0_c0_c0_c0_c1_c0(m[0], m[2], m[3], m[5], m[6], m[8], 0.25), sobel_Stage1_c0_c0_c0_c0_c1_c0(m[0], m[6], m[1], m[7], m[2], m[8], 0.25), surfaceScale);
+}
+vec4 DiffuseLighting_Stage1_c0_c0_c0_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec2 coord = vTransformedCoords_1_Stage0;
+ float m[9];
+ vec4 temp0;
+ {
+ vec2 origCoord = coord + vec2(-1.0, 1.0) * uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.y);
+ if (err > uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z < 1.0) {
+ err = 0.0;
+ }
+ temp0 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
+ }
+ m[0] = temp0.w;
+ vec4 temp1;
+ {
+ vec2 origCoord = coord + vec2(0.0, 1.0) * uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.y);
+ if (err > uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z < 1.0) {
+ err = 0.0;
+ }
+ temp1 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
+ }
+ m[1] = temp1.w;
+ vec4 temp2;
+ {
+ vec2 origCoord = coord + uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.y);
+ if (err > uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z < 1.0) {
+ err = 0.0;
+ }
+ temp2 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
+ }
+ m[2] = temp2.w;
+ vec4 temp3;
+ {
+ vec2 origCoord = coord + vec2(-1.0, 0.0) * uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.y);
+ if (err > uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z < 1.0) {
+ err = 0.0;
+ }
+ temp3 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
+ }
+ m[3] = temp3.w;
+ vec4 temp4;
+ {
+ vec2 origCoord = coord;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.y);
+ if (err > uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z < 1.0) {
+ err = 0.0;
+ }
+ temp4 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
+ }
+ m[4] = temp4.w;
+ vec4 temp5;
+ {
+ vec2 origCoord = coord + vec2(1.0, 0.0) * uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.y);
+ if (err > uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z < 1.0) {
+ err = 0.0;
+ }
+ temp5 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
+ }
+ m[5] = temp5.w;
+ vec4 temp6;
+ {
+ vec2 origCoord = coord + vec2(-1.0, -1.0) * uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.y);
+ if (err > uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z < 1.0) {
+ err = 0.0;
+ }
+ temp6 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
+ }
+ m[6] = temp6.w;
+ vec4 temp7;
+ {
+ vec2 origCoord = coord + vec2(0.0, -1.0) * uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.y);
+ if (err > uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z < 1.0) {
+ err = 0.0;
+ }
+ temp7 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
+ }
+ m[7] = temp7.w;
+ vec4 temp8;
+ {
+ vec2 origCoord = coord + vec2(1.0, -1.0) * uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.y);
+ if (err > uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z < 1.0) {
+ err = 0.0;
+ }
+ temp8 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
+ }
+ m[8] = temp8.w;
+ vec3 surfaceToLight = uLightDirection_Stage1_c0_c0_c0_c0_c1_c0;
+ _output = light_Stage1_c0_c0_c0_c0_c1_c0(normal_Stage1_c0_c0_c0_c0_c1_c0(m, uSurfaceScale_Stage1_c0_c0_c0_c0_c1_c0), surfaceToLight, uLightColor_Stage1_c0_c0_c0_c0_c1_c0);
+ _output *= _input;
+ return _output;
+}
+vec4 blend_dst_atop(vec4 src, vec4 dst) {
+ return (1.0 - dst.w) * src + src.w * dst;
+}
+vec4 ComposeTwo_Stage1_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_dst_atop(GaussianConvolution_Stage1_c0_c0_c0_c0_c0_c0(inputColor), DiffuseLighting_Stage1_c0_c0_c0_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+vec4 ConstColorProcessor_Stage1_c0_c0_c1_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ {
+ _output = _input * ucolor_Stage1_c0_c0_c1_c0_c0_c0;
+ }
+ return _output;
+}
+vec4 EllipseEffect_Stage1_c0_c0_c1_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec2 d = gl_FragCoord.xy - uellipse_Stage1_c0_c0_c1_c0_c1_c0.xy;
+ vec2 Z = d * uellipse_Stage1_c0_c0_c1_c0_c1_c0.zw;
+ float implicit = dot(Z, d) - 1.0;
+ float grad_dot = 4.0 * dot(Z, Z);
+ {
+ grad_dot = max(grad_dot, 1.1754999560161448e-38);
+ }
+ float approx_dist = implicit * inversesqrt(grad_dot);
+ float alpha;
+ {
+ alpha = clamp(0.5 + approx_dist, 0.0, 1.0);
+ }
+ _output = _input * alpha;
+ return _output;
+}
+vec4 blend_dst_over(vec4 src, vec4 dst) {
+ return (1.0 - dst.w) * src + dst;
+}
+vec4 ComposeTwo_Stage1_c0_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_dst_over(ConstColorProcessor_Stage1_c0_c0_c1_c0_c0_c0(inputColor), EllipseEffect_Stage1_c0_c0_c1_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ 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);
+}
+vec4 ComposeTwo_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_soft_light(ComposeTwo_Stage1_c0_c0_c0_c0(inputColor), ComposeTwo_Stage1_c0_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+vec4 ConvexPoly_Stage1_c1_c0(vec4 _input) {
+ vec4 _output;
+ float alpha = 1.0;
+ float edge;
+ edge = dot(uedges_Stage1_c1_c0[0], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
+ edge = clamp(edge, 0.0, 1.0);
+ alpha *= edge;
+ edge = dot(uedges_Stage1_c1_c0[1], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
+ edge = clamp(edge, 0.0, 1.0);
+ alpha *= edge;
+ _output = _input * alpha;
+ return _output;
+}
+void main() {
+ vec4 outputColor_Stage0;
+ vec4 outputCoverage_Stage0;
+ {
+ outputColor_Stage0 = uColor_Stage0;
+ float xShifted = vDashParam_Stage0.x - floor(vDashParam_Stage0.x / vDashParam_Stage0.z) * vDashParam_Stage0.z;
+ vec2 fragPosShifted = vec2(xShifted, vDashParam_Stage0.y);
+ vec2 center = vec2(vCircleParams_Stage0.y, 0.0);
+ float dist = length(center - fragPosShifted);
+ float alpha = 1.0;
+ alpha *= dist < vCircleParams_Stage0.x + 0.5 ? 1.0 : 0.0;
+ outputCoverage_Stage0 = vec4(alpha);
+ }
+ vec4 output_Stage1;
+ {
+ vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
+ output_Stage1 = blend_dst_over(ComposeTwo_Stage1_c0_c0(inputColor), ConvexPoly_Stage1_c1_c0(inputColor));
+ output_Stage1 *= outputColor_Stage0.w;
+ }
+ {
+ sk_FragColor = outputCoverage_Stage0 * output_Stage1;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+uniform mat3 uCoordTransformMatrix_1_Stage0;
+in vec2 inPosition;
+in vec3 inDashParams;
+in vec2 inCircleParams;
+noperspective out vec3 vDashParam_Stage0;
+noperspective out vec2 vCircleParams_Stage0;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+noperspective out vec2 vTransformedCoords_1_Stage0;
+void main() {
+ vDashParam_Stage0 = inDashParams;
+ vCircleParams_Stage0 = inCircleParams;
+ 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;
+ 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);
+}
+