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Diffstat (limited to 'shaders/skia/133-13.shader_test')
-rw-r--r-- | shaders/skia/133-13.shader_test | 125 |
1 files changed, 125 insertions, 0 deletions
diff --git a/shaders/skia/133-13.shader_test b/shaders/skia/133-13.shader_test new file mode 100644 index 0000000..80bf44b --- /dev/null +++ b/shaders/skia/133-13.shader_test @@ -0,0 +1,125 @@ +[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); +} + |