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-rw-r--r--shaders/skia/13-95.shader_test145
1 files changed, 145 insertions, 0 deletions
diff --git a/shaders/skia/13-95.shader_test b/shaders/skia/13-95.shader_test
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+++ b/shaders/skia/13-95.shader_test
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+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+uniform vec4 uleftBorderColor_Stage1_c0_c0;
+uniform vec4 urightBorderColor_Stage1_c0_c0;
+uniform vec4 uscale01_Stage1_c0_c0_c1_c0;
+uniform vec4 ubias01_Stage1_c0_c0_c1_c0;
+uniform vec4 uscale23_Stage1_c0_c0_c1_c0;
+uniform vec4 ubias23_Stage1_c0_c0_c1_c0;
+uniform float uthreshold_Stage1_c0_c0_c1_c0;
+flat in vec4 vcolor_Stage0;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+noperspective in vec2 varccoord_Stage0;
+vec4 LinearGradientLayout_Stage1_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ float t = vTransformedCoords_0_Stage0.x + 9.9999997473787516e-06;
+ _output = vec4(t, 1.0, 0.0, 0.0);
+ return _output;
+}
+vec4 DualIntervalGradientColorizer_Stage1_c0_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ float t = _input.x;
+ vec4 scale, bias;
+ if (t < uthreshold_Stage1_c0_c0_c1_c0) {
+ scale = uscale01_Stage1_c0_c0_c1_c0;
+ bias = ubias01_Stage1_c0_c0_c1_c0;
+ } else {
+ scale = uscale23_Stage1_c0_c0_c1_c0;
+ bias = ubias23_Stage1_c0_c0_c1_c0;
+ }
+ _output = t * scale + bias;
+ return _output;
+}
+vec4 ClampedGradientEffect_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 t = LinearGradientLayout_Stage1_c0_c0_c0_c0(vec4(1.0));
+ if (t.x < 0.0) {
+ _output = uleftBorderColor_Stage1_c0_c0;
+ } else if (t.x > 1.0) {
+ _output = urightBorderColor_Stage1_c0_c0;
+ } else {
+ _output = DualIntervalGradientColorizer_Stage1_c0_c0_c1_c0(t);
+ }
+ {
+ _output.xyz *= _output.w;
+ }
+ return _output;
+}
+void main() {
+ vec4 outputCoverage_Stage0;
+ {
+ float x_plus_1 = varccoord_Stage0.x, y = varccoord_Stage0.y;
+ float coverage;
+ if (0.0 == x_plus_1) {
+ coverage = y;
+ } else {
+ float fn = x_plus_1 * (x_plus_1 - 2.0);
+ fn = ((y) * (y) + (fn));
+ float fnwidth = fwidth(fn);
+ float d = fn / fnwidth;
+ coverage = clamp(0.5 - d, 0.0, 1.0);
+ }
+ outputCoverage_Stage0 = vec4(coverage);
+ }
+ vec4 output_Stage1;
+ {
+ output_Stage1 = ClampedGradientEffect_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0));
+ }
+ vec4 output_Stage2;
+ {
+ float luma = clamp(dot(vec3(0.2125999927520752, 0.71520000696182251, 0.072200000286102295), output_Stage1.xyz), 0.0, 1.0);
+ output_Stage2 = vec4(0.0, 0.0, 0.0, luma);
+ }
+ {
+ sk_FragColor = output_Stage2 * outputCoverage_Stage0;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+in vec4 radii_selector;
+in vec4 corner_and_radius_outsets;
+in vec4 aa_bloat_and_coverage;
+in vec4 skew;
+in vec2 translate;
+in vec4 radii_x;
+in vec4 radii_y;
+in vec4 color;
+in vec4 local_rect;
+flat out vec4 vcolor_Stage0;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+noperspective out vec2 varccoord_Stage0;
+void main() {
+ vcolor_Stage0 = color;
+ vec2 corner = corner_and_radius_outsets.xy;
+ vec2 radius_outset = corner_and_radius_outsets.zw;
+ vec2 aa_bloat_direction = aa_bloat_and_coverage.xy;
+ float coverage = aa_bloat_and_coverage.z;
+ float is_linear_coverage = aa_bloat_and_coverage.w;
+ vec2 pixellength = inversesqrt(vec2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));
+ vec4 normalized_axis_dirs = skew * pixellength.xyxy;
+ vec2 axiswidths = abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw);
+ vec2 aa_bloatradius = (axiswidths * pixellength) * 0.5;
+ vec4 radii_and_neighbors = radii_selector * mat4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);
+ vec2 radii = radii_and_neighbors.xy;
+ vec2 neighbor_radii = radii_and_neighbors.zw;
+ if (any(greaterThan(aa_bloatradius, vec2(1.0)))) {
+ corner = max(abs(corner), aa_bloatradius) * sign(corner);
+ coverage /= max(aa_bloatradius.x, 1.0) * max(aa_bloatradius.y, 1.0);
+ radii = vec2(0.0);
+ }
+ if (any(lessThan(radii, aa_bloatradius * 1.25))) {
+ radii = aa_bloatradius;
+ radius_outset = floor(abs(radius_outset)) * radius_outset;
+ is_linear_coverage = 1.0;
+ } else {
+ radii = clamp(radii, pixellength, 2.0 - pixellength);
+ neighbor_radii = clamp(neighbor_radii, pixellength, 2.0 - pixellength);
+ vec2 spacing = (2.0 - radii) - neighbor_radii;
+ vec2 extra_pad = max(pixellength * 0.0625 - spacing, vec2(0.0));
+ radii -= extra_pad * 0.5;
+ }
+ vec2 aa_outset = aa_bloat_direction * aa_bloatradius;
+ vec2 vertexpos = (corner + radius_outset * radii) + aa_outset;
+ vec2 localcoord = (local_rect.xy * (1.0 - vertexpos) + local_rect.zw * (1.0 + vertexpos)) * 0.5;
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localcoord, 1.0)).xy;
+ mat2 skewmatrix = mat2(skew.xy, skew.zw);
+ vec2 devcoord = vertexpos * skewmatrix + translate;
+ if (0.0 != is_linear_coverage) {
+ varccoord_Stage0.xy = vec2(0.0, coverage);
+ } else {
+ vec2 arccoord = (1.0 - abs(radius_outset)) + (aa_outset / radii) * corner;
+ varccoord_Stage0.xy = vec2(arccoord.x + 1.0, arccoord.y);
+ }
+ gl_Position = vec4(devcoord.x, devcoord.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);
+}
+