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path: root/shaders/skia/2251.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 ucolor0_Stage1_c0_c0;
uniform vec4 ucolor1_Stage1_c0_c0;
uniform vec4 ucolor2_Stage1_c0_c0;
uniform vec4 ucolor3_Stage1_c0_c0;
uniform vec4 ucolor4_Stage1_c0_c0;
uniform vec4 ucolor5_Stage1_c0_c0;
uniform vec2 uDstTextureUpperLeft_Stage2;
uniform vec2 uDstTextureCoordScale_Stage2;
uniform sampler2D uDstTextureSampler_Stage2;
noperspective in vec4 vQuadEdge_Stage0;
noperspective in vec4 vinColor_Stage0;
noperspective in vec2 vTransformedCoords_0_Stage0;
vec4 Overdraw_Stage1_c0_c0(vec4 _input) {
    vec4 _output;
    _output = _input;
    float alpha = 255.0 * _output.w;
    if (alpha < 0.5) {
        _output = ucolor0_Stage1_c0_c0;
    } else if (alpha < 1.5) {
        _output = ucolor1_Stage1_c0_c0;
    } else if (alpha < 2.5) {
        _output = ucolor2_Stage1_c0_c0;
    } else if (alpha < 3.5) {
        _output = ucolor3_Stage1_c0_c0;
    } else if (alpha < 4.5) {
        _output = ucolor4_Stage1_c0_c0;
    } else {
        _output = ucolor5_Stage1_c0_c0;
    }
    return _output;
}
vec4 blend_src(vec4 src, vec4 dst) {
    return src;
}
void main() {
    vec4 outputCoverage_Stage0;
    {
        float edgeAlpha;
        vec2 duvdx = dFdx(vQuadEdge_Stage0.xy);
        vec2 duvdy = -dFdy(vQuadEdge_Stage0.xy);
        if (vQuadEdge_Stage0.z > 0.0 && vQuadEdge_Stage0.w > 0.0) {
            edgeAlpha = min(min(vQuadEdge_Stage0.z, vQuadEdge_Stage0.w) + 0.5, 1.0);
        } else {
            vec2 gF = vec2((2.0 * vQuadEdge_Stage0.x) * duvdx.x - duvdx.y, (2.0 * vQuadEdge_Stage0.x) * duvdy.x - duvdy.y);
            edgeAlpha = vQuadEdge_Stage0.x * vQuadEdge_Stage0.x - vQuadEdge_Stage0.y;
            edgeAlpha = clamp(0.5 - edgeAlpha / length(gF), 0.0, 1.0);
        }
        outputCoverage_Stage0 = vec4(edgeAlpha);
    }
    vec4 output_Stage1;
    {
        output_Stage1 = Overdraw_Stage1_c0_c0(vec4(1.0));
    }
    {
        if (all(lessThanEqual(outputCoverage_Stage0.xyz, vec3(0.0)))) {
            discard;
        }
        vec2 _dstTexCoord = (gl_FragCoord.xy - uDstTextureUpperLeft_Stage2) * uDstTextureCoordScale_Stage2;
        _dstTexCoord.y = 1.0 - _dstTexCoord.y;
        vec4 _dstColor = texture(uDstTextureSampler_Stage2, _dstTexCoord);
        sk_FragColor = blend_src(output_Stage1, _dstColor);
        sk_FragColor = outputCoverage_Stage0 * sk_FragColor + (vec4(1.0) - outputCoverage_Stage0) * _dstColor;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec2 inPosition;
in vec4 inColor;
in vec4 inQuadEdge;
noperspective out vec4 vQuadEdge_Stage0;
noperspective out vec4 vinColor_Stage0;
noperspective out vec2 vTransformedCoords_0_Stage0;
void main() {
    vQuadEdge_Stage0 = inQuadEdge;
    vinColor_Stage0 = inColor;
    vec2 pos2 = inPosition;
    vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 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);
}