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Diffstat (limited to 'shaders/skia/1198.shader_test')
-rw-r--r-- | shaders/skia/1198.shader_test | 105 |
1 files changed, 105 insertions, 0 deletions
diff --git a/shaders/skia/1198.shader_test b/shaders/skia/1198.shader_test new file mode 100644 index 0000000..39aa156 --- /dev/null +++ b/shaders/skia/1198.shader_test @@ -0,0 +1,105 @@ +[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); +} + |