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-rw-r--r--shaders/skia/133-13.shader_test125
1 files changed, 125 insertions, 0 deletions
diff --git a/shaders/skia/133-13.shader_test b/shaders/skia/133-13.shader_test
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+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+#extension GL_KHR_blend_equation_advanced : require
+out vec4 sk_FragColor;
+layout (blend_support_all_equations) out ;
+uniform vec4 uColor_Stage0;
+uniform vec4 urectH_Stage1_c1_c0_c0_c0_c0_c0;
+uniform float uinvSixSigma_Stage1_c1_c0_c0_c0_c0_c0;
+uniform vec4 uellipse_Stage1_c1_c0_c0_c0_c1_c0;
+uniform vec3 uedges_Stage1_c1_c0_c1_c0[2];
+uniform sampler2D uTextureSampler_0_Stage1;
+vec4 ConfigConversionEffect_Stage1_c0_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;
+}
+vec4 RectBlurEffect_Stage1_c1_c0_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ float xCoverage, yCoverage;
+ {
+ float x, y;
+ {
+ x = max(urectH_Stage1_c1_c0_c0_c0_c0_c0.x - gl_FragCoord.x, gl_FragCoord.x - urectH_Stage1_c1_c0_c0_c0_c0_c0.z);
+ y = max(urectH_Stage1_c1_c0_c0_c0_c0_c0.y - gl_FragCoord.y, gl_FragCoord.y - urectH_Stage1_c1_c0_c0_c0_c0_c0.w);
+ }
+ xCoverage = texture(uTextureSampler_0_Stage1, vec2(x * uinvSixSigma_Stage1_c1_c0_c0_c0_c0_c0, 0.5)).w;
+ yCoverage = texture(uTextureSampler_0_Stage1, vec2(y * uinvSixSigma_Stage1_c1_c0_c0_c0_c0_c0, 0.5)).w;
+ _output = (_input * xCoverage) * yCoverage;
+ }
+ _output = (_input * xCoverage) * yCoverage;
+ return _output;
+}
+vec4 EllipseEffect_Stage1_c1_c0_c0_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec2 d = gl_FragCoord.xy - uellipse_Stage1_c1_c0_c0_c0_c1_c0.xy;
+ vec2 Z = d * uellipse_Stage1_c1_c0_c0_c0_c1_c0.zw;
+ float implicit = dot(Z, d) - 1.0;
+ float grad_dot = 4.0 * dot(Z, Z);
+ {
+ grad_dot = max(grad_dot, 1.1754999560161448e-38);
+ }
+ float approx_dist = implicit * inversesqrt(grad_dot);
+ float alpha;
+ {
+ alpha = clamp(0.5 + approx_dist, 0.0, 1.0);
+ }
+ _output = _input * alpha;
+ return _output;
+}
+vec4 blend_dst_over(vec4 src, vec4 dst) {
+ return (1.0 - dst.w) * src + dst;
+}
+vec4 ComposeTwo_Stage1_c1_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_dst_over(RectBlurEffect_Stage1_c1_c0_c0_c0_c0_c0(inputColor), EllipseEffect_Stage1_c1_c0_c0_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+vec4 ConvexPoly_Stage1_c1_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ float alpha = 1.0;
+ float edge;
+ edge = dot(uedges_Stage1_c1_c0_c1_c0[0], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
+ edge = edge >= 0.5 ? 1.0 : 0.0;
+ alpha *= edge;
+ edge = dot(uedges_Stage1_c1_c0_c1_c0[1], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
+ edge = edge >= 0.5 ? 1.0 : 0.0;
+ alpha *= edge;
+ alpha = 1.0 - alpha;
+ _output = _input * alpha;
+ return _output;
+}
+vec4 blend_multiply(vec4 src, vec4 dst) {
+ return vec4(((1.0 - src.w) * dst.xyz + (1.0 - dst.w) * src.xyz) + src.xyz * dst.xyz, src.w + (1.0 - src.w) * dst.w);
+}
+vec4 ComposeTwo_Stage1_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_multiply(ComposeTwo_Stage1_c1_c0_c0_c0(inputColor), ConvexPoly_Stage1_c1_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+vec4 blend_screen(vec4 src, vec4 dst) {
+ return src + (1.0 - src) * dst;
+}
+void main() {
+ vec4 outputColor_Stage0;
+ {
+ outputColor_Stage0 = uColor_Stage0;
+ }
+ vec4 output_Stage1;
+ {
+ vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
+ output_Stage1 = blend_screen(ConfigConversionEffect_Stage1_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0(inputColor));
+ output_Stage1 *= outputColor_Stage0.w;
+ }
+ {
+ sk_FragColor = output_Stage1;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uViewM_Stage0;
+in vec2 inPosition;
+void main() {
+ vec2 pos2 = (uViewM_Stage0 * vec3(inPosition, 1.0)).xy;
+ {
+ vec2 _posTmp = pos2;
+ _posTmp = floor(_posTmp) + vec2(0.5, 0.5);
+ gl_Position = vec4(_posTmp, 0.0, 1.0);
+ }
+ gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
+}
+