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path: root/shaders/skia/1441.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 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[6];
uniform vec4 ucircle_Stage1_c0_c0_c0_c0_c1_c0;
uniform vec4 ucircleData_Stage1_c0_c0_c1_c0_c1_c0;
uniform float uPixelSize_Stage1_c1_c0;
uniform vec2 uRange_Stage1_c1_c0;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_1_Stage1;
uniform sampler2D uTextureSampler_2_Stage1;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
noperspective in float vinCoverage_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 - 10.0 * uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0;
    vec2 coordSampled = vec2(0.0, 0.0);
    coordSampled = coord;
    coordSampled.y = mod(coord.y - uBounds_Stage1_c0_c0_c0_c0_c0_c0.x, uBounds_Stage1_c0_c0_c0_c0_c0_c0.y - uBounds_Stage1_c0_c0_c0_c0_c0_c0.x) + uBounds_Stage1_c0_c0_c0_c0_c0_c0.x;
    _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;
    coordSampled.y = mod(coord.y - uBounds_Stage1_c0_c0_c0_c0_c0_c0.x, uBounds_Stage1_c0_c0_c0_c0_c0_c0.y - uBounds_Stage1_c0_c0_c0_c0_c0_c0.x) + uBounds_Stage1_c0_c0_c0_c0_c0_c0.x;
    _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;
    coordSampled.y = mod(coord.y - uBounds_Stage1_c0_c0_c0_c0_c0_c0.x, uBounds_Stage1_c0_c0_c0_c0_c0_c0.y - uBounds_Stage1_c0_c0_c0_c0_c0_c0.x) + uBounds_Stage1_c0_c0_c0_c0_c0_c0.x;
    _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;
    coordSampled.y = mod(coord.y - uBounds_Stage1_c0_c0_c0_c0_c0_c0.x, uBounds_Stage1_c0_c0_c0_c0_c0_c0.y - uBounds_Stage1_c0_c0_c0_c0_c0_c0.x) + uBounds_Stage1_c0_c0_c0_c0_c0_c0.x;
    _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;
    coordSampled.y = mod(coord.y - uBounds_Stage1_c0_c0_c0_c0_c0_c0.x, uBounds_Stage1_c0_c0_c0_c0_c0_c0.y - uBounds_Stage1_c0_c0_c0_c0_c0_c0.x) + uBounds_Stage1_c0_c0_c0_c0_c0_c0.x;
    _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;
    coordSampled.y = mod(coord.y - uBounds_Stage1_c0_c0_c0_c0_c0_c0.x, uBounds_Stage1_c0_c0_c0_c0_c0_c0.y - uBounds_Stage1_c0_c0_c0_c0_c0_c0.x) + uBounds_Stage1_c0_c0_c0_c0_c0_c0.x;
    _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;
    coordSampled.y = mod(coord.y - uBounds_Stage1_c0_c0_c0_c0_c0_c0.x, uBounds_Stage1_c0_c0_c0_c0_c0_c0.y - uBounds_Stage1_c0_c0_c0_c0_c0_c0.x) + uBounds_Stage1_c0_c0_c0_c0_c0_c0.x;
    _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;
    coordSampled.y = mod(coord.y - uBounds_Stage1_c0_c0_c0_c0_c0_c0.x, uBounds_Stage1_c0_c0_c0_c0_c0_c0.y - uBounds_Stage1_c0_c0_c0_c0_c0_c0.x) + uBounds_Stage1_c0_c0_c0_c0_c0_c0.x;
    _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;
    coordSampled.y = mod(coord.y - uBounds_Stage1_c0_c0_c0_c0_c0_c0.x, uBounds_Stage1_c0_c0_c0_c0_c0_c0.y - uBounds_Stage1_c0_c0_c0_c0_c0_c0.x) + uBounds_Stage1_c0_c0_c0_c0_c0_c0.x;
    _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;
    coordSampled = coord;
    coordSampled.y = mod(coord.y - uBounds_Stage1_c0_c0_c0_c0_c0_c0.x, uBounds_Stage1_c0_c0_c0_c0_c0_c0.y - uBounds_Stage1_c0_c0_c0_c0_c0_c0.x) + uBounds_Stage1_c0_c0_c0_c0_c0_c0.x;
    _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c0_c0[2].y;
    coord += uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0;
    coordSampled = coord;
    coordSampled.y = mod(coord.y - uBounds_Stage1_c0_c0_c0_c0_c0_c0.x, uBounds_Stage1_c0_c0_c0_c0_c0_c0.y - uBounds_Stage1_c0_c0_c0_c0_c0_c0.x) + uBounds_Stage1_c0_c0_c0_c0_c0_c0.x;
    _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c0_c0[2].z;
    coord += uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0;
    coordSampled = coord;
    coordSampled.y = mod(coord.y - uBounds_Stage1_c0_c0_c0_c0_c0_c0.x, uBounds_Stage1_c0_c0_c0_c0_c0_c0.y - uBounds_Stage1_c0_c0_c0_c0_c0_c0.x) + uBounds_Stage1_c0_c0_c0_c0_c0_c0.x;
    _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c0_c0[2].w;
    coord += uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0;
    coordSampled = coord;
    coordSampled.y = mod(coord.y - uBounds_Stage1_c0_c0_c0_c0_c0_c0.x, uBounds_Stage1_c0_c0_c0_c0_c0_c0.y - uBounds_Stage1_c0_c0_c0_c0_c0_c0.x) + uBounds_Stage1_c0_c0_c0_c0_c0_c0.x;
    _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c0_c0[3].x;
    coord += uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0;
    coordSampled = coord;
    coordSampled.y = mod(coord.y - uBounds_Stage1_c0_c0_c0_c0_c0_c0.x, uBounds_Stage1_c0_c0_c0_c0_c0_c0.y - uBounds_Stage1_c0_c0_c0_c0_c0_c0.x) + uBounds_Stage1_c0_c0_c0_c0_c0_c0.x;
    _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c0_c0[3].y;
    coord += uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0;
    coordSampled = coord;
    coordSampled.y = mod(coord.y - uBounds_Stage1_c0_c0_c0_c0_c0_c0.x, uBounds_Stage1_c0_c0_c0_c0_c0_c0.y - uBounds_Stage1_c0_c0_c0_c0_c0_c0.x) + uBounds_Stage1_c0_c0_c0_c0_c0_c0.x;
    _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c0_c0[3].z;
    coord += uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0;
    coordSampled = coord;
    coordSampled.y = mod(coord.y - uBounds_Stage1_c0_c0_c0_c0_c0_c0.x, uBounds_Stage1_c0_c0_c0_c0_c0_c0.y - uBounds_Stage1_c0_c0_c0_c0_c0_c0.x) + uBounds_Stage1_c0_c0_c0_c0_c0_c0.x;
    _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c0_c0[3].w;
    coord += uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0;
    coordSampled = coord;
    coordSampled.y = mod(coord.y - uBounds_Stage1_c0_c0_c0_c0_c0_c0.x, uBounds_Stage1_c0_c0_c0_c0_c0_c0.y - uBounds_Stage1_c0_c0_c0_c0_c0_c0.x) + uBounds_Stage1_c0_c0_c0_c0_c0_c0.x;
    _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c0_c0[4].x;
    coord += uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0;
    coordSampled = coord;
    coordSampled.y = mod(coord.y - uBounds_Stage1_c0_c0_c0_c0_c0_c0.x, uBounds_Stage1_c0_c0_c0_c0_c0_c0.y - uBounds_Stage1_c0_c0_c0_c0_c0_c0.x) + uBounds_Stage1_c0_c0_c0_c0_c0_c0.x;
    _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c0_c0[4].y;
    coord += uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0;
    coordSampled = coord;
    coordSampled.y = mod(coord.y - uBounds_Stage1_c0_c0_c0_c0_c0_c0.x, uBounds_Stage1_c0_c0_c0_c0_c0_c0.y - uBounds_Stage1_c0_c0_c0_c0_c0_c0.x) + uBounds_Stage1_c0_c0_c0_c0_c0_c0.x;
    _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c0_c0[4].z;
    coord += uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0;
    coordSampled = coord;
    coordSampled.y = mod(coord.y - uBounds_Stage1_c0_c0_c0_c0_c0_c0.x, uBounds_Stage1_c0_c0_c0_c0_c0_c0.y - uBounds_Stage1_c0_c0_c0_c0_c0_c0.x) + uBounds_Stage1_c0_c0_c0_c0_c0_c0.x;
    _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c0_c0[4].w;
    coord += uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0;
    coordSampled = coord;
    coordSampled.y = mod(coord.y - uBounds_Stage1_c0_c0_c0_c0_c0_c0.x, uBounds_Stage1_c0_c0_c0_c0_c0_c0.y - uBounds_Stage1_c0_c0_c0_c0_c0_c0.x) + uBounds_Stage1_c0_c0_c0_c0_c0_c0.x;
    _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c0_c0_c0_c0[5].x;
    coord += uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0;
    _output *= _input;
    return _output;
}
vec4 CircleEffect_Stage1_c0_c0_c0_c0_c1_c0(vec4 _input) {
    vec4 _output;
    float d;
    {
        d = (1.0 - length((ucircle_Stage1_c0_c0_c0_c0_c1_c0.xy - gl_FragCoord.xy) * ucircle_Stage1_c0_c0_c0_c0_c1_c0.w)) * ucircle_Stage1_c0_c0_c0_c0_c1_c0.z;
    }
    {
        _output = d > 0.5 ? _input : vec4(0.0);
    }
    return _output;
}
vec4 blend_multiply(vec4 src, vec4 dst) {
    return vec4(((1.0 - src.w) * dst.xyz + (1.0 - dst.w) * src.xyz) + src.xyz * dst.xyz, src.w + (1.0 - src.w) * dst.w);
}
vec4 ComposeTwo_Stage1_c0_c0_c0_c0(vec4 _input) {
    vec4 _output;
    vec4 inputColor = vec4(_input.xyz, 1.0);
    _output = blend_multiply(GaussianConvolution_Stage1_c0_c0_c0_c0_c0_c0(inputColor), CircleEffect_Stage1_c0_c0_c0_c0_c1_c0(inputColor));
    _output *= _input.w;
    return _output;
}
vec4 ConfigConversionEffect_Stage1_c0_c0_c1_c0_c0_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;
}
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_1_Stage1, vec2(dist, 0.5)).w;
    return _output;
}
float _blend_color_luminance(vec3 color) {
    return dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), color);
}
vec3 _blend_set_color_luminance(vec3 hueSatColor, float alpha, vec3 lumColor) {
    float lum = _blend_color_luminance(lumColor);
    vec3 result = (lum - _blend_color_luminance(hueSatColor)) + hueSatColor;
    float minComp = min(min(result.x, result.y), result.z);
    float maxComp = max(max(result.x, result.y), result.z);
    if (minComp < 0.0 && lum != minComp) {
        result = lum + ((result - lum) * lum) / (lum - minComp);
    }
    if (maxComp > alpha && maxComp != lum) {
        return lum + ((result - lum) * (alpha - lum)) / (maxComp - lum);
    }
    return result;
}
vec4 blend_luminosity(vec4 src, vec4 dst) {
    float alpha = dst.w * src.w;
    vec3 sda = src.xyz * dst.w;
    vec3 dsa = dst.xyz * src.w;
    return vec4((((_blend_set_color_luminance(dsa, alpha, sda) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha);
}
vec4 ComposeTwo_Stage1_c0_c0_c1_c0(vec4 _input) {
    vec4 _output;
    vec4 inputColor = vec4(_input.xyz, 1.0);
    _output = blend_luminosity(ConfigConversionEffect_Stage1_c0_c0_c1_c0_c0_c0(inputColor), CircleBlurFragmentProcessor_Stage1_c0_c0_c1_c0_c1_c0(inputColor));
    _output *= _input.w;
    return _output;
}
vec4 blend_dst_out(vec4 src, vec4 dst) {
    return (1.0 - src.w) * dst;
}
vec4 ComposeTwo_Stage1_c0_c0(vec4 _input) {
    vec4 _output;
    vec4 inputColor = vec4(_input.xyz, 1.0);
    _output = blend_dst_out(ComposeTwo_Stage1_c0_c0_c0_c0(inputColor), ComposeTwo_Stage1_c0_c0_c1_c0(inputColor));
    _output *= _input.w;
    return _output;
}
vec4 Morphology_Stage1_c1_c0(vec4 _input) {
    vec4 _output;
    _output = vec4(0.0, 0.0, 0.0, 0.0);
    vec2 coord = vTransformedCoords_1_Stage0;
    coord.x -= 6.0 * uPixelSize_Stage1_c1_c0;
    for (int i = 0;i < 13; i++) {
        _output = max(_output, texture(uTextureSampler_2_Stage1, coord));
        coord.x += uPixelSize_Stage1_c1_c0;
    }
    _output *= _input;
    return _output;
}
float _guarded_divide(float n, float d) {
    return n / d;
}
float _color_dodge_component(float sc, float sa, float dc, float da) {
    if (dc == 0.0) {
        return sc * (1.0 - da);
    } else {
        float d = sa - sc;
        if (d == 0.0) {
            return (sa * da + sc * (1.0 - da)) + dc * (1.0 - sa);
        }
        d = min(da, _guarded_divide(dc * sa, d));
        return (d * sa + sc * (1.0 - da)) + dc * (1.0 - sa);
    }
}
vec4 blend_color_dodge(vec4 src, vec4 dst) {
    return vec4(_color_dodge_component(src.x, src.w, dst.x, dst.w), _color_dodge_component(src.y, src.w, dst.y, dst.w), _color_dodge_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w);
}
void main() {
    vec4 outputColor_Stage0;
    vec4 outputCoverage_Stage0;
    {
        outputColor_Stage0 = uColor_Stage0;
        float alpha = 1.0;
        alpha = vinCoverage_Stage0;
        outputCoverage_Stage0 = vec4(alpha);
    }
    vec4 output_Stage1;
    {
        vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
        output_Stage1 = blend_color_dodge(ComposeTwo_Stage1_c0_c0(inputColor), Morphology_Stage1_c1_c0(inputColor));
        output_Stage1 *= outputColor_Stage0.w;
    }
    {
        sk_FragColor = output_Stage1 * outputCoverage_Stage0;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
in vec2 inPosition;
in float inCoverage;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_Stage0;
noperspective out float vinCoverage_Stage0;
void main() {
    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);
}