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path: root/shaders/skia/2359.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 uboundsUniform_Stage1_c0_c0;
uniform float uxInvZoom_Stage1_c0_c0;
uniform float uyInvZoom_Stage1_c0_c0;
uniform float uxInvInset_Stage1_c0_c0;
uniform float uyInvInset_Stage1_c0_c0;
uniform vec2 uoffset_Stage1_c0_c0;
uniform vec2 uDstTextureUpperLeft_Stage2;
uniform vec2 uDstTextureCoordScale_Stage2;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uDstTextureSampler_Stage2;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in float vcoverage_Stage0;
flat in vec4 vgeomDomain_Stage0;
vec4 MagnifierEffect_Stage1_c0_c0(vec4 _input) {
    vec4 _output;
    vec2 coord = vTransformedCoords_0_Stage0;
    vec2 zoom_coord = uoffset_Stage1_c0_c0 + coord * vec2(uxInvZoom_Stage1_c0_c0, uyInvZoom_Stage1_c0_c0);
    vec2 delta = (coord - uboundsUniform_Stage1_c0_c0.xy) * uboundsUniform_Stage1_c0_c0.zw;
    delta = min(delta, vec2(1.0, 1.0) - delta);
    delta *= vec2(uxInvInset_Stage1_c0_c0, uyInvInset_Stage1_c0_c0);
    float weight = 0.0;
    if (delta.x < 2.0 && delta.y < 2.0) {
        delta = vec2(2.0, 2.0) - delta;
        float dist = length(delta);
        dist = max(2.0 - dist, 0.0);
        weight = min(dist * dist, 1.0);
    } else {
        vec2 delta_squared = delta * delta;
        weight = min(min(delta_squared.x, delta_squared.y), 1.0);
    }
    _output = texture(uTextureSampler_0_Stage1, mix(coord, zoom_coord, weight));
    return _output;
}
vec4 blend_src(vec4 src, vec4 dst) {
    return src;
}
void main() {
    vec4 outputCoverage_Stage0;
    {
        float coverage = vcoverage_Stage0;
        vec4 geoDomain;
        geoDomain = vgeomDomain_Stage0;
        if (coverage < 0.5) {
            vec4 dists4 = clamp(vec4(1.0, 1.0, -1.0, -1.0) * (gl_FragCoord.xyxy - geoDomain), 0.0, 1.0);
            vec2 dists2 = dists4.xy * dists4.zw;
            coverage = min(coverage, dists2.x * dists2.y);
        }
        outputCoverage_Stage0 = vec4(coverage);
    }
    vec4 output_Stage1;
    {
        output_Stage1 = MagnifierEffect_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 position;
in float coverage;
in vec2 localCoord;
in vec4 geomDomain;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out float vcoverage_Stage0;
flat out vec4 vgeomDomain_Stage0;
void main() {
    vec2 position = position;
    vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy;
    vcoverage_Stage0 = coverage;
    vgeomDomain_Stage0 = geomDomain;
    gl_Position = vec4(position.x, position.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);
}