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path: root/shaders/skia/1180.shader_test
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[require]
GLSL >= 1.40

[fragment shader]
#version 140

#extension GL_KHR_blend_equation_advanced : require
out vec4 sk_FragColor;
layout (blend_support_all_equations) out ;
uniform vec4 uColor_Stage0;
uniform vec3 uedges_Stage1_c0_c0[6];
uniform vec4 ucolor_Stage1_c1_c0_c0_c0;
vec4 ConvexPoly_Stage1_c0_c0(vec4 _input) {
    vec4 _output;
    float alpha = 1.0;
    float edge;
    edge = dot(uedges_Stage1_c0_c0[0], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
    edge = clamp(edge, 0.0, 1.0);
    alpha *= edge;
    edge = dot(uedges_Stage1_c0_c0[1], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
    edge = clamp(edge, 0.0, 1.0);
    alpha *= edge;
    edge = dot(uedges_Stage1_c0_c0[2], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
    edge = clamp(edge, 0.0, 1.0);
    alpha *= edge;
    edge = dot(uedges_Stage1_c0_c0[3], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
    edge = clamp(edge, 0.0, 1.0);
    alpha *= edge;
    edge = dot(uedges_Stage1_c0_c0[4], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
    edge = clamp(edge, 0.0, 1.0);
    alpha *= edge;
    edge = dot(uedges_Stage1_c0_c0[5], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
    edge = clamp(edge, 0.0, 1.0);
    alpha *= edge;
    alpha = 1.0 - alpha;
    _output = _input * alpha;
    return _output;
}
vec4 ConstColorProcessor_Stage1_c1_c0_c0_c0(vec4 _input) {
    vec4 _output;
    {
        _output = ucolor_Stage1_c1_c0_c0_c0;
    }
    return _output;
}
vec4 Big_Ole_Key_Stage1_c1_c0_c1_c0(vec4 _input) {
    vec4 _output;
    _output = _input;
    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(vec4 _input) {
    vec4 _output;
    vec4 inputColor = vec4(_input.xyz, 1.0);
    _output = blend_color_burn(ConstColorProcessor_Stage1_c1_c0_c0_c0(inputColor), Big_Ole_Key_Stage1_c1_c0_c1_c0(inputColor));
    _output *= _input.w;
    return _output;
}
void main() {
    vec4 outputColor_Stage0;
    {
        outputColor_Stage0 = uColor_Stage0;
    }
    vec4 output_Stage1;
    {
        vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
        output_Stage1 = blend_color_burn(ConvexPoly_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;
in vec2 position;
void main() {
    vec2 pos2 = (uViewM_Stage0 * vec3(position, 1.0)).xy;
    gl_Position = vec4(pos2.x, pos2.y, 0.0, 1.0);
    gl_PointSize = 1.0;
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}