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path: root/shaders/skia/814.shader_test
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[require]
GLSL >= 1.40

[fragment shader]
#version 140

out vec4 sk_FragColor;
uniform vec4 uColor_Stage0;
uniform vec4 uinnerRect_Stage1_c0_c0_c0_c0;
uniform vec2 uradiusPlusHalf_Stage1_c0_c0_c0_c0;
uniform vec4 ucircleData_Stage1_c0_c0_c1_c0_c1_c0;
uniform float uPixelSize_Stage1_c1_c0_c0_c0_c0_c0;
uniform vec2 uRange_Stage1_c1_c0_c0_c0_c0_c0;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_1_Stage1;
noperspective in vec2 vTransformedCoords_0_Stage0;
vec4 CircularRRect_Stage1_c0_c0_c0_c0(vec4 _input) {
    vec4 _output;
    vec2 dxy0 = uinnerRect_Stage1_c0_c0_c0_c0.xy - gl_FragCoord.xy;
    vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage1_c0_c0_c0_c0.zw;
    vec2 dxy = max(max(dxy0, dxy1), 0.0);
    float alpha = clamp(uradiusPlusHalf_Stage1_c0_c0_c0_c0.x - length(dxy), 0.0, 1.0);
    _output = _input * alpha;
    return _output;
}
vec4 ClampFragmentProcessor_Stage1_c0_c0_c1_c0_c0_c0(vec4 _input) {
    vec4 _output;
    {
        float alpha = clamp(_input.w, 0.0, 1.0);
        _output = vec4(clamp(_input.xyz, 0.0, alpha), alpha);
    }
    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_0_Stage1, vec2(dist, 0.5)).w;
    return _output;
}
vec4 blend_src_over(vec4 src, vec4 dst) {
    return src + (1.0 - src.w) * dst;
}
vec4 blend_lighten(vec4 src, vec4 dst) {
    vec4 result = blend_src_over(src, dst);
    result.xyz = max(result.xyz, (1.0 - dst.w) * src.xyz + dst.xyz);
    return result;
}
vec4 ComposeTwo_Stage1_c0_c0_c1_c0(vec4 _input) {
    vec4 _output;
    vec4 inputColor = vec4(_input.xyz, 1.0);
    _output = blend_lighten(ClampFragmentProcessor_Stage1_c0_c0_c1_c0_c0_c0(inputColor), CircleBlurFragmentProcessor_Stage1_c0_c0_c1_c0_c1_c0(inputColor));
    _output *= _input.w;
    return _output;
}
vec4 blend_xor(vec4 src, vec4 dst) {
    return (1.0 - dst.w) * src + (1.0 - src.w) * dst;
}
vec4 ComposeTwo_Stage1_c0_c0(vec4 _input) {
    vec4 _output;
    vec4 inputColor = vec4(_input.xyz, 1.0);
    _output = blend_xor(CircularRRect_Stage1_c0_c0_c0_c0(inputColor), ComposeTwo_Stage1_c0_c0_c1_c0(inputColor));
    _output *= _input.w;
    return _output;
}
vec4 Morphology_Stage1_c1_c0_c0_c0_c0_c0(vec4 _input) {
    vec4 _output;
    _output = vec4(0.0, 0.0, 0.0, 0.0);
    vec2 coord = vTransformedCoords_0_Stage0;
    coord.y -= 5.0 * uPixelSize_Stage1_c1_c0_c0_c0_c0_c0;
    for (int i = 0;i < 11; i++) {
        _output = max(_output, texture(uTextureSampler_1_Stage1, coord));
        coord.y += uPixelSize_Stage1_c1_c0_c0_c0_c0_c0;
    }
    _output *= _input;
    return _output;
}
vec4 ConfigConversionEffect_Stage1_c1_c0_c0_c0_c1_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;
}
float _guarded_divide(float n, float d) {
    return n / d;
}
float _color_burn_component(float sc, float sa, float dc, float da) {
    if (da == dc) {
        return (sa * da + sc * (1.0 - da)) + dc * (1.0 - sa);
    } else if (sc == 0.0) {
        return dc * (1.0 - sa);
    }
    float d = max(0.0, da - _guarded_divide((da - dc) * sa, sc));
    return (d * sa + sc * (1.0 - da)) + dc * (1.0 - sa);
}
vec4 blend_color_burn(vec4 src, vec4 dst) {
    return vec4(_color_burn_component(src.x, src.w, dst.x, dst.w), _color_burn_component(src.y, src.w, dst.y, dst.w), _color_burn_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w);
}
vec4 ComposeTwo_Stage1_c1_c0_c0_c0(vec4 _input) {
    vec4 _output;
    vec4 inputColor = vec4(_input.xyz, 1.0);
    _output = blend_color_burn(Morphology_Stage1_c1_c0_c0_c0_c0_c0(inputColor), ConfigConversionEffect_Stage1_c1_c0_c0_c0_c1_c0(inputColor));
    _output *= _input.w;
    return _output;
}
vec4 Big_Ole_Key_Stage1_c1_c0_c1_c0(vec4 _input) {
    vec4 _output;
    _output = _input;
    return _output;
}
vec4 ComposeTwo_Stage1_c1_c0(vec4 _input) {
    vec4 _output;
    vec4 inputColor = vec4(_input.xyz, 1.0);
    _output = blend_src_over(ComposeTwo_Stage1_c1_c0_c0_c0(inputColor), Big_Ole_Key_Stage1_c1_c0_c1_c0(inputColor));
    _output *= _input.w;
    return _output;
}
vec4 blend_src_in(vec4 src, vec4 dst) {
    return src * dst.w;
}
vec4 blend_dst_in(vec4 src, vec4 dst) {
    return blend_src_in(dst, src);
}
void main() {
    vec4 outputColor_Stage0;
    {
        outputColor_Stage0 = uColor_Stage0;
    }
    vec4 output_Stage1;
    {
        vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
        output_Stage1 = blend_dst_in(ComposeTwo_Stage1_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0(inputColor));
        output_Stage1 *= outputColor_Stage0.w;
    }
    {
        sk_FragColor = output_Stage1;
    }
}

[vertex shader]
#version 140

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