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[require]
GLSL >= 1.40

[fragment shader]
#version 140

out vec4 sk_FragColor;
uniform vec4 uColor_Stage0;
uniform vec4 ucolor_Stage1_c0_c0_c0_c0_c0_c0;
uniform vec4 ucircle_Stage1_c0_c0_c0_c0_c1_c0;
uniform vec4 ucolor_Stage1_c0_c0_c1_c0_c0_c0;
uniform vec4 ucircle_Stage1_c1_c0_c0_c0;
uniform vec3 uedges_Stage1_c1_c0_c1_c0_c0_c0[4];
uniform mat4 um_Stage1_c1_c0_c1_c0_c1_c0;
uniform vec4 uv_Stage1_c1_c0_c1_c0_c1_c0;
noperspective in vec3 vDashParams_Stage0;
noperspective in vec4 vRectParams_Stage0;
vec4 ConstColorProcessor_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) {
    vec4 _output;
    {
        _output = _input.w * ucolor_Stage1_c0_c0_c0_c0_c0_c0;
    }
    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 = _input * clamp(d, 0.0, 1.0);
    }
    return _output;
}
vec4 blend_src_over(vec4 src, vec4 dst) {
    return src + (1.0 - src.w) * dst;
}
vec4 blend_darken(vec4 src, vec4 dst) {
    vec4 result = blend_src_over(src, dst);
    result.xyz = min(result.xyz, (1.0 - dst.w) * src.xyz + dst.xyz);
    return result;
}
vec4 ComposeTwo_Stage1_c0_c0_c0_c0(vec4 _input) {
    vec4 _output;
    vec4 inputColor = vec4(_input.xyz, 1.0);
    _output = blend_darken(ConstColorProcessor_Stage1_c0_c0_c0_c0_c0_c0(inputColor), CircleEffect_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 = ucolor_Stage1_c0_c0_c1_c0_c0_c0;
    }
    return _output;
}
vec4 ConfigConversionEffect_Stage1_c0_c0_c1_c0_c1_c0(vec4 _input) {
    vec4 _output;
    _output = floor(_input * 255.0 + 0.5) / 255.0;
    {
        _output.xyz = floor((_output.xyz * _output.w) * 255.0 + 0.5) / 255.0;
    }
    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(ConstColorProcessor_Stage1_c0_c0_c1_c0_c0_c0(inputColor), ConfigConversionEffect_Stage1_c0_c0_c1_c0_c1_c0(inputColor));
    _output *= _input.w;
    return _output;
}
vec4 ComposeTwo_Stage1_c0_c0(vec4 _input) {
    vec4 _output;
    vec4 inputColor = vec4(_input.xyz, 1.0);
    _output = blend_luminosity(ComposeTwo_Stage1_c0_c0_c0_c0(inputColor), ComposeTwo_Stage1_c0_c0_c1_c0(inputColor));
    _output *= _input.w;
    return _output;
}
vec4 CircleEffect_Stage1_c1_c0_c0_c0(vec4 _input) {
    vec4 _output;
    float d;
    {
        d = (length((ucircle_Stage1_c1_c0_c0_c0.xy - gl_FragCoord.xy) * ucircle_Stage1_c1_c0_c0_c0.w) - 1.0) * ucircle_Stage1_c1_c0_c0_c0.z;
    }
    {
        _output = d > 0.5 ? _input : vec4(0.0);
    }
    return _output;
}
vec4 ConvexPoly_Stage1_c1_c0_c1_c0_c0_c0(vec4 _input) {
    vec4 _output;
    float alpha = 1.0;
    float edge;
    edge = dot(uedges_Stage1_c1_c0_c1_c0_c0_c0[0], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
    edge = edge >= 0.5 ? 1.0 : 0.0;
    alpha *= edge;
    edge = dot(uedges_Stage1_c1_c0_c1_c0_c0_c0[1], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
    edge = edge >= 0.5 ? 1.0 : 0.0;
    alpha *= edge;
    edge = dot(uedges_Stage1_c1_c0_c1_c0_c0_c0[2], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
    edge = edge >= 0.5 ? 1.0 : 0.0;
    alpha *= edge;
    edge = dot(uedges_Stage1_c1_c0_c1_c0_c0_c0[3], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
    edge = edge >= 0.5 ? 1.0 : 0.0;
    alpha *= edge;
    alpha = 1.0 - alpha;
    _output = _input * alpha;
    return _output;
}
vec4 ColorMatrixFragmentProcessor_Stage1_c1_c0_c1_c0_c1_c0(vec4 _input) {
    vec4 _output;
    vec4 inputColor = _input;
    {
        float nonZeroAlpha = max(inputColor.w, 9.9999997473787516e-05);
        inputColor = vec4(inputColor.xyz / nonZeroAlpha, inputColor.w);
    }
    _output = um_Stage1_c1_c0_c1_c0_c1_c0 * inputColor + uv_Stage1_c1_c0_c1_c0_c1_c0;
    {
        _output.w = clamp(_output.w, 0.0, 1.0);
    }
    {
        _output.xyz *= _output.w;
    }
    return _output;
}
float _blend_color_saturation(vec3 color) {
    return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z);
}
vec3 _blend_set_color_saturation_helper(vec3 minMidMax, float sat) {
    if (minMidMax.x < minMidMax.z) {
        return vec3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat);
    }
    return vec3(0.0);
}
vec3 _blend_set_color_saturation(vec3 hueLumColor, vec3 satColor) {
    float sat = _blend_color_saturation(satColor);
    if (hueLumColor.x <= hueLumColor.y) {
        if (hueLumColor.y <= hueLumColor.z) {
            hueLumColor.xyz = _blend_set_color_saturation_helper(hueLumColor, sat);
        } else if (hueLumColor.x <= hueLumColor.z) {
            hueLumColor.xzy = _blend_set_color_saturation_helper(hueLumColor.xzy, sat);
        } else {
            hueLumColor.zxy = _blend_set_color_saturation_helper(hueLumColor.zxy, sat);
        }
    } else if (hueLumColor.x <= hueLumColor.z) {
        hueLumColor.yxz = _blend_set_color_saturation_helper(hueLumColor.yxz, sat);
    } else if (hueLumColor.y <= hueLumColor.z) {
        hueLumColor.yzx = _blend_set_color_saturation_helper(hueLumColor.yzx, sat);
    } else {
        hueLumColor.zyx = _blend_set_color_saturation_helper(hueLumColor.zyx, sat);
    }
    return hueLumColor;
}
vec4 blend_saturation(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(_blend_set_color_saturation(dsa, sda), alpha, dsa) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha);
}
vec4 ComposeTwo_Stage1_c1_c0_c1_c0(vec4 _input) {
    vec4 _output;
    vec4 inputColor = vec4(_input.xyz, 1.0);
    _output = blend_saturation(ConvexPoly_Stage1_c1_c0_c1_c0_c0_c0(inputColor), ColorMatrixFragmentProcessor_Stage1_c1_c0_c1_c0_c1_c0(inputColor));
    _output *= _input.w;
    return _output;
}
vec4 blend_hue(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(_blend_set_color_saturation(sda, dsa), alpha, dsa) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha);
}
vec4 ComposeTwo_Stage1_c1_c0(vec4 _input) {
    vec4 _output;
    vec4 inputColor = vec4(_input.xyz, 1.0);
    _output = blend_hue(CircleEffect_Stage1_c1_c0_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0_c1_c0(inputColor));
    _output *= _input.w;
    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);
}
void main() {
    vec4 outputColor_Stage0;
    vec4 outputCoverage_Stage0;
    {
        outputColor_Stage0 = uColor_Stage0;
        float xShifted = vDashParams_Stage0.x - floor(vDashParams_Stage0.x / vDashParams_Stage0.z) * vDashParams_Stage0.z;
        vec2 fragPosShifted = vec2(xShifted, vDashParams_Stage0.y);
        float xSub, ySub;
        xSub = min(fragPosShifted.x - vRectParams_Stage0.x, 0.0);
        xSub += min(vRectParams_Stage0.z - fragPosShifted.x, 0.0);
        ySub = min(fragPosShifted.y - vRectParams_Stage0.y, 0.0);
        ySub += min(vRectParams_Stage0.w - fragPosShifted.y, 0.0);
        float alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));
        outputCoverage_Stage0 = vec4(alpha);
    }
    vec4 output_Stage1;
    {
        vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
        output_Stage1 = blend_multiply(ComposeTwo_Stage1_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0(inputColor));
        output_Stage1 *= outputColor_Stage0.w;
    }
    {
        sk_FragColor = output_Stage1 * outputCoverage_Stage0;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
in vec2 inPosition;
in vec3 inDashParams;
in vec4 inRect;
noperspective out vec3 vDashParams_Stage0;
noperspective out vec4 vRectParams_Stage0;
void main() {
    vDashParams_Stage0 = inDashParams;
    vRectParams_Stage0 = inRect;
    vec2 pos2 = inPosition;
    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);
}