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Diffstat (limited to 'shaders/skia/1210.shader_test')
-rw-r--r-- | shaders/skia/1210.shader_test | 88 |
1 files changed, 88 insertions, 0 deletions
diff --git a/shaders/skia/1210.shader_test b/shaders/skia/1210.shader_test new file mode 100644 index 0000000..13545d4 --- /dev/null +++ b/shaders/skia/1210.shader_test @@ -0,0 +1,88 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform vec4 uColor_Stage0; +uniform vec4 uinnerRect_Stage1_c0_c0; +uniform vec2 uradiusPlusHalf_Stage1_c0_c0; +uniform vec4 urectUniform_Stage1_c1_c0; +noperspective in vec3 vDashParam_Stage0; +noperspective in vec2 vCircleParams_Stage0; +vec4 CircularRRect_Stage1_c0_c0(vec4 _input) { + vec4 _output; + vec2 dxy0 = uinnerRect_Stage1_c0_c0.xy - gl_FragCoord.xy; + vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage1_c0_c0.zw; + vec2 dxy = max(max(dxy0, dxy1), 0.0); + float alpha = clamp(uradiusPlusHalf_Stage1_c0_c0.x - length(dxy), 0.0, 1.0); + alpha = 1.0 - alpha; + _output = _input * alpha; + return _output; +} +vec4 AARectEffect_Stage1_c1_c0(vec4 _input) { + vec4 _output; + float alpha; + { + alpha = float(all(greaterThan(vec4(gl_FragCoord.xy, urectUniform_Stage1_c1_c0.zw), vec4(urectUniform_Stage1_c1_c0.xy, gl_FragCoord.xy))) ? 1 : 0); + } + _output = _input * alpha; + return _output; +} +float _blend_overlay_component(float sc, float sa, float dc, float da) { + if (2.0 * dc <= da) { + return (2.0 * sc) * dc; + } + return sa * da - (2.0 * (da - dc)) * (sa - sc); +} +vec4 blend_overlay(vec4 src, vec4 dst) { + vec4 result = vec4(_blend_overlay_component(src.x, src.w, dst.x, dst.w), _blend_overlay_component(src.y, src.w, dst.y, dst.w), _blend_overlay_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w); + result.xyz += dst.xyz * (1.0 - src.w) + src.xyz * (1.0 - dst.w); + return result; +} +vec4 blend_hard_light(vec4 src, vec4 dst) { + return blend_overlay(dst, src); +} +void main() { + vec4 outputColor_Stage0; + vec4 outputCoverage_Stage0; + { + outputColor_Stage0 = uColor_Stage0; + float xShifted = vDashParam_Stage0.x - floor(vDashParam_Stage0.x / vDashParam_Stage0.z) * vDashParam_Stage0.z; + vec2 fragPosShifted = vec2(xShifted, vDashParam_Stage0.y); + vec2 center = vec2(vCircleParams_Stage0.y, 0.0); + float dist = length(center - fragPosShifted); + float diff = dist - vCircleParams_Stage0.x; + diff = 1.0 - diff; + float alpha = clamp(diff, 0.0, 1.0); + outputCoverage_Stage0 = vec4(alpha); + } + vec4 output_Stage1; + { + vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0); + output_Stage1 = blend_hard_light(CircularRRect_Stage1_c0_c0(inputColor), AARectEffect_Stage1_c1_c0(inputColor)); + output_Stage1 *= outputColor_Stage0.w; + } + { + sk_FragColor = output_Stage1 * outputCoverage_Stage0; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +in vec2 inPosition; +in vec3 inDashParams; +in vec2 inCircleParams; +noperspective out vec3 vDashParam_Stage0; +noperspective out vec2 vCircleParams_Stage0; +void main() { + vDashParam_Stage0 = inDashParams; + vCircleParams_Stage0 = inCircleParams; + vec2 pos2 = inPosition; + 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); +} + |