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-rw-r--r--shaders/skia/1210.shader_test88
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
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+++ 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);
+}
+