diff options
Diffstat (limited to 'shaders/skia/814.shader_test')
-rw-r--r-- | shaders/skia/814.shader_test | 156 |
1 files changed, 156 insertions, 0 deletions
diff --git a/shaders/skia/814.shader_test b/shaders/skia/814.shader_test new file mode 100644 index 0000000..c6a28cc --- /dev/null +++ b/shaders/skia/814.shader_test @@ -0,0 +1,156 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform vec4 uColor_Stage0; +uniform vec4 uinnerRect_Stage1_c0_c0_c0_c0; +uniform vec2 uradiusPlusHalf_Stage1_c0_c0_c0_c0; +uniform vec4 ucircleData_Stage1_c0_c0_c1_c0_c1_c0; +uniform float uPixelSize_Stage1_c1_c0_c0_c0_c0_c0; +uniform vec2 uRange_Stage1_c1_c0_c0_c0_c0_c0; +uniform sampler2D uTextureSampler_0_Stage1; +uniform sampler2D uTextureSampler_1_Stage1; +noperspective in vec2 vTransformedCoords_0_Stage0; +vec4 CircularRRect_Stage1_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + vec2 dxy0 = uinnerRect_Stage1_c0_c0_c0_c0.xy - gl_FragCoord.xy; + vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage1_c0_c0_c0_c0.zw; + vec2 dxy = max(max(dxy0, dxy1), 0.0); + float alpha = clamp(uradiusPlusHalf_Stage1_c0_c0_c0_c0.x - length(dxy), 0.0, 1.0); + _output = _input * alpha; + return _output; +} +vec4 ClampFragmentProcessor_Stage1_c0_c0_c1_c0_c0_c0(vec4 _input) { + vec4 _output; + { + float alpha = clamp(_input.w, 0.0, 1.0); + _output = vec4(clamp(_input.xyz, 0.0, alpha), alpha); + } + return _output; +} +vec4 CircleBlurFragmentProcessor_Stage1_c0_c0_c1_c0_c1_c0(vec4 _input) { + vec4 _output; + vec2 vec = vec2((gl_FragCoord.x - ucircleData_Stage1_c0_c0_c1_c0_c1_c0.x) * ucircleData_Stage1_c0_c0_c1_c0_c1_c0.w, (gl_FragCoord.y - ucircleData_Stage1_c0_c0_c1_c0_c1_c0.y) * ucircleData_Stage1_c0_c0_c1_c0_c1_c0.w); + float dist = length(vec) + (0.5 - ucircleData_Stage1_c0_c0_c1_c0_c1_c0.z) * ucircleData_Stage1_c0_c0_c1_c0_c1_c0.w; + _output = _input * texture(uTextureSampler_0_Stage1, vec2(dist, 0.5)).w; + return _output; +} +vec4 blend_src_over(vec4 src, vec4 dst) { + return src + (1.0 - src.w) * dst; +} +vec4 blend_lighten(vec4 src, vec4 dst) { + vec4 result = blend_src_over(src, dst); + result.xyz = max(result.xyz, (1.0 - dst.w) * src.xyz + dst.xyz); + return result; +} +vec4 ComposeTwo_Stage1_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_lighten(ClampFragmentProcessor_Stage1_c0_c0_c1_c0_c0_c0(inputColor), CircleBlurFragmentProcessor_Stage1_c0_c0_c1_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 blend_xor(vec4 src, vec4 dst) { + return (1.0 - dst.w) * src + (1.0 - src.w) * dst; +} +vec4 ComposeTwo_Stage1_c0_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_xor(CircularRRect_Stage1_c0_c0_c0_c0(inputColor), ComposeTwo_Stage1_c0_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 Morphology_Stage1_c1_c0_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + _output = vec4(0.0, 0.0, 0.0, 0.0); + vec2 coord = vTransformedCoords_0_Stage0; + coord.y -= 5.0 * uPixelSize_Stage1_c1_c0_c0_c0_c0_c0; + for (int i = 0;i < 11; i++) { + _output = max(_output, texture(uTextureSampler_1_Stage1, coord)); + coord.y += uPixelSize_Stage1_c1_c0_c0_c0_c0_c0; + } + _output *= _input; + return _output; +} +vec4 ConfigConversionEffect_Stage1_c1_c0_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + _output = floor(_input * 255.0 + 0.5) / 255.0; + { + _output.xyz = _output.w <= 0.0 ? vec3(0.0) : floor((_output.xyz / _output.w) * 255.0 + 0.5) / 255.0; + } + 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 ComposeTwo_Stage1_c1_c0_c0_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_color_burn(Morphology_Stage1_c1_c0_c0_c0_c0_c0(inputColor), ConfigConversionEffect_Stage1_c1_c0_c0_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 Big_Ole_Key_Stage1_c1_c0_c1_c0(vec4 _input) { + vec4 _output; + _output = _input; + return _output; +} +vec4 ComposeTwo_Stage1_c1_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_src_over(ComposeTwo_Stage1_c1_c0_c0_c0(inputColor), Big_Ole_Key_Stage1_c1_c0_c1_c0(inputColor)); + _output *= _input.w; + 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; + { + outputColor_Stage0 = uColor_Stage0; + } + vec4 output_Stage1; + { + vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0); + output_Stage1 = blend_dst_in(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 uCoordTransformMatrix_0_Stage0; +in vec2 inPosition; +in vec2 inLocalCoord; +noperspective out vec2 vTransformedCoords_0_Stage0; +void main() { + vec2 pos2 = inPosition; + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inLocalCoord, 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); +} + |