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path: root/shaders/skia/1921.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 ucircle_Stage1_c0_c0_c0_c0;
uniform float uinnerThreshold_Stage1_c0_c0_c1_c0;
uniform float uouterThreshold_Stage1_c0_c0_c1_c0;
uniform sampler2D uTextureSampler_0_Stage1;
noperspective in vec4 vcolor_Stage0;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
noperspective in float vinCoverage_Stage0;
vec4 CircleEffect_Stage1_c0_c0_c0_c0(vec4 _input) {
    vec4 _output;
    float d;
    {
        d = (length((ucircle_Stage1_c0_c0_c0_c0.xy - gl_FragCoord.xy) * ucircle_Stage1_c0_c0_c0_c0.w) - 1.0) * ucircle_Stage1_c0_c0_c0_c0.z;
    }
    {
        _output = _input * clamp(d, 0.0, 1.0);
    }
    return _output;
}
vec4 AlphaThresholdFragmentProcessor_Stage1_c0_c0_c1_c0(vec4 _input) {
    vec4 _output;
    vec4 color = _input;
    vec4 mask_color = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0);
    if (mask_color.w < 0.5) {
        if (color.w > uouterThreshold_Stage1_c0_c0_c1_c0) {
            float scale = uouterThreshold_Stage1_c0_c0_c1_c0 / color.w;
            color.xyz *= scale;
            color.w = uouterThreshold_Stage1_c0_c0_c1_c0;
        }
    } else if (color.w < uinnerThreshold_Stage1_c0_c0_c1_c0) {
        float scale = uinnerThreshold_Stage1_c0_c0_c1_c0 / max(0.0010000000474974513, color.w);
        color.xyz *= scale;
        color.w = uinnerThreshold_Stage1_c0_c0_c1_c0;
    }
    _output = color;
    return _output;
}
vec4 blend_difference(vec4 src, vec4 dst) {
    return vec4((src.xyz + dst.xyz) - 2.0 * min(src.xyz * dst.w, dst.xyz * src.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_difference(CircleEffect_Stage1_c0_c0_c0_c0(inputColor), AlphaThresholdFragmentProcessor_Stage1_c0_c0_c1_c0(inputColor));
    _output *= _input.w;
    return _output;
}
vec4 Dither_Stage1_c1_c0(vec4 _input) {
    vec4 _output;
    _output = _input;
    float value;
    {
        uint x = uint(vTransformedCoords_1_Stage0.x);
        uint y = uint(vTransformedCoords_1_Stage0.y);
        uint m = (((((y & 1u) << 5u | (x & 1u) << 4u) | (y & 2u) << 2u) | (x & 2u) << 1u) | (y & 4u) >> 1u) | (x & 4u) >> 2u;
        value = float(m) / 64.0 - 0.4921875;
    }
    _output = vec4(clamp(_output.xyz + value * 0.01587301678955555, 0.0, _output.w), _output.w);
    return _output;
}
vec4 blend_plus(vec4 src, vec4 dst) {
    return min(src + dst, 1.0);
}
void main() {
    vec4 outputColor_Stage0;
    vec4 outputCoverage_Stage0;
    {
        outputColor_Stage0 = vcolor_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_plus(ComposeTwo_Stage1_c0_c0(inputColor), Dither_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 vec4 inColor;
in float inCoverage;
noperspective out vec4 vcolor_Stage0;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_Stage0;
noperspective out float vinCoverage_Stage0;
void main() {
    vec4 color = inColor;
    vcolor_Stage0 = color;
    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);
}