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-rw-r--r--shaders/skia/1198.shader_test105
1 files changed, 105 insertions, 0 deletions
diff --git a/shaders/skia/1198.shader_test b/shaders/skia/1198.shader_test
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+++ b/shaders/skia/1198.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 ucircleData_Stage1;
+uniform vec4 urectUniform_Stage2_c0_c0;
+uniform sampler2D uTextureSampler_0_Stage1;
+noperspective in vec4 vcolor_Stage0;
+noperspective in float vinCoverage_Stage0;
+vec4 AARectEffect_Stage2_c0_c0(vec4 _input) {
+ vec4 _output;
+ float alpha;
+ {
+ float xSub, ySub;
+ xSub = min(gl_FragCoord.x - urectUniform_Stage2_c0_c0.x, 0.0);
+ xSub += min(urectUniform_Stage2_c0_c0.z - gl_FragCoord.x, 0.0);
+ ySub = min(gl_FragCoord.y - urectUniform_Stage2_c0_c0.y, 0.0);
+ ySub += min(urectUniform_Stage2_c0_c0.w - gl_FragCoord.y, 0.0);
+ alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));
+ }
+ {
+ alpha = 1.0 - alpha;
+ }
+ _output = _input * alpha;
+ return _output;
+}
+vec4 ConfigConversionEffect_Stage2_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);
+}
+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;
+ {
+ vec2 vec = vec2((gl_FragCoord.x - ucircleData_Stage1.x) * ucircleData_Stage1.w, (gl_FragCoord.y - ucircleData_Stage1.y) * ucircleData_Stage1.w);
+ float dist = length(vec) + (0.5 - ucircleData_Stage1.z) * ucircleData_Stage1.w;
+ output_Stage1 = outputColor_Stage0 * texture(uTextureSampler_0_Stage1, vec2(dist, 0.5)).w;
+ }
+ vec4 output_Stage2;
+ {
+ vec4 inputColor = vec4(outputCoverage_Stage0.xyz, 1.0);
+ output_Stage2 = blend_luminosity(AARectEffect_Stage2_c0_c0(inputColor), ConfigConversionEffect_Stage2_c1_c0(inputColor));
+ output_Stage2 *= outputCoverage_Stage0.w;
+ }
+ {
+ sk_FragColor = (vec4(1.0) - output_Stage1) * output_Stage2;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+in vec2 inPosition;
+in vec4 inColor;
+in float inCoverage;
+noperspective out vec4 vcolor_Stage0;
+noperspective out float vinCoverage_Stage0;
+void main() {
+ vec4 color = inColor;
+ vcolor_Stage0 = color;
+ vec2 pos2 = inPosition;
+ 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);
+}
+