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-rw-r--r--shaders/skia/1468.shader_test172
1 files changed, 172 insertions, 0 deletions
diff --git a/shaders/skia/1468.shader_test b/shaders/skia/1468.shader_test
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+++ b/shaders/skia/1468.shader_test
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+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+#extension GL_KHR_blend_equation_advanced : require
+#extension GL_ARB_fragment_coord_conventions : require
+layout(origin_upper_left) in vec4 gl_FragCoord;
+out vec4 sk_FragColor;
+layout (blend_support_all_equations) out ;
+uniform vec4 uCoordTransformMatrix_0_Stage0;
+uniform vec4 uboundsUniform_Stage1_c0_c0;
+uniform float uxInvZoom_Stage1_c0_c0;
+uniform float uyInvZoom_Stage1_c0_c0;
+uniform float uxInvInset_Stage1_c0_c0;
+uniform float uyInvInset_Stage1_c0_c0;
+uniform vec2 uoffset_Stage1_c0_c0;
+uniform vec4 uscale0_1_Stage2_c1_c0_c1_c0;
+uniform vec4 uscale2_3_Stage2_c1_c0_c1_c0;
+uniform vec4 uscale4_5_Stage2_c1_c0_c1_c0;
+uniform vec4 uscale6_7_Stage2_c1_c0_c1_c0;
+uniform vec4 ubias0_1_Stage2_c1_c0_c1_c0;
+uniform vec4 ubias2_3_Stage2_c1_c0_c1_c0;
+uniform vec4 ubias4_5_Stage2_c1_c0_c1_c0;
+uniform vec4 ubias6_7_Stage2_c1_c0_c1_c0;
+uniform vec4 uthresholds1_7_Stage2_c1_c0_c1_c0;
+uniform vec4 uthresholds9_13_Stage2_c1_c0_c1_c0;
+uniform float uinnerThreshold_Stage3;
+uniform float uouterThreshold_Stage3;
+uniform sampler2D uTextureSampler_0_Stage1;
+uniform sampler2D uTextureSampler_0_Stage3;
+noperspective in vec4 vcolor_Stage0;
+noperspective in vec2 vTransformedCoords_1_Stage0;
+noperspective in vec2 vTransformedCoords_2_Stage0;
+noperspective in float vinCoverage_Stage0;
+vec4 MagnifierEffect_Stage1_c0_c0(vec4 _input, vec2 _coords) {
+ _coords = _coords * uCoordTransformMatrix_0_Stage0.xz + uCoordTransformMatrix_0_Stage0.yw;
+ vec4 _output;
+ vec2 coord = _coords;
+ vec2 zoom_coord = uoffset_Stage1_c0_c0 + coord * vec2(uxInvZoom_Stage1_c0_c0, uyInvZoom_Stage1_c0_c0);
+ vec2 delta = (coord - uboundsUniform_Stage1_c0_c0.xy) * uboundsUniform_Stage1_c0_c0.zw;
+ delta = min(delta, vec2(1.0, 1.0) - delta);
+ delta *= vec2(uxInvInset_Stage1_c0_c0, uyInvInset_Stage1_c0_c0);
+ float weight = 0.0;
+ if (delta.x < 2.0 && delta.y < 2.0) {
+ delta = vec2(2.0, 2.0) - delta;
+ float dist = length(delta);
+ dist = max(2.0 - dist, 0.0);
+ weight = min(dist * dist, 1.0);
+ } else {
+ vec2 delta_squared = delta * delta;
+ weight = min(min(delta_squared.x, delta_squared.y), 1.0);
+ }
+ _output = texture(uTextureSampler_0_Stage1, mix(coord, zoom_coord, weight));
+ return _output;
+}
+vec4 RadialGradientLayout_Stage2_c1_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ float t = length(vTransformedCoords_1_Stage0);
+ _output = vec4(t, 1.0, 0.0, 0.0);
+ return _output;
+}
+vec4 UnrolledBinaryGradientColorizer_Stage2_c1_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ float t = _input.x;
+ vec4 scale, bias;
+ {
+ if (t < uthresholds1_7_Stage2_c1_c0_c1_c0.y) {
+ if (t < uthresholds1_7_Stage2_c1_c0_c1_c0.x) {
+ scale = uscale0_1_Stage2_c1_c0_c1_c0;
+ bias = ubias0_1_Stage2_c1_c0_c1_c0;
+ } else {
+ scale = uscale2_3_Stage2_c1_c0_c1_c0;
+ bias = ubias2_3_Stage2_c1_c0_c1_c0;
+ }
+ } else {
+ if (t < uthresholds1_7_Stage2_c1_c0_c1_c0.z) {
+ scale = uscale4_5_Stage2_c1_c0_c1_c0;
+ bias = ubias4_5_Stage2_c1_c0_c1_c0;
+ } else {
+ scale = uscale6_7_Stage2_c1_c0_c1_c0;
+ bias = ubias6_7_Stage2_c1_c0_c1_c0;
+ }
+ }
+ }
+ _output = t * scale + bias;
+ return _output;
+}
+vec4 TiledGradientEffect_Stage2_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec4 t = RadialGradientLayout_Stage2_c1_c0_c0_c0(vec4(1.0));
+ {
+ {
+ t.x = fract(t.x);
+ }
+ _output = UnrolledBinaryGradientColorizer_Stage2_c1_c0_c1_c0(t);
+ }
+ {
+ _output.xyz *= _output.w;
+ }
+ return _output;
+}
+vec4 blend_src_in(vec4 src, vec4 dst) {
+ return src * dst.w;
+}
+vec4 blend_dst_in(vec4 src, vec4 dst) {
+ return blend_src_in(dst, src);
+}
+void main() {
+ vec4 outputColor_Stage0;
+ vec4 outputCoverage_Stage0;
+ {
+ outputColor_Stage0 = vcolor_Stage0;
+ float alpha = 1.0;
+ alpha = vinCoverage_Stage0;
+ outputCoverage_Stage0 = vec4(alpha);
+ }
+ vec4 output_Stage1;
+ {
+ output_Stage1 = MagnifierEffect_Stage1_c0_c0(outputColor_Stage0, gl_FragCoord.xy);
+ }
+ vec4 output_Stage2;
+ {
+ output_Stage2 = blend_dst_in(output_Stage1, TiledGradientEffect_Stage2_c1_c0(vec4(1.0)));
+ }
+ vec4 output_Stage3;
+ {
+ vec4 color = outputCoverage_Stage0;
+ vec4 mask_color = texture(uTextureSampler_0_Stage3, vTransformedCoords_2_Stage0);
+ if (mask_color.w < 0.5) {
+ if (color.w > uouterThreshold_Stage3) {
+ float scale = uouterThreshold_Stage3 / color.w;
+ color.xyz *= scale;
+ color.w = uouterThreshold_Stage3;
+ }
+ } else if (color.w < uinnerThreshold_Stage3) {
+ float scale = uinnerThreshold_Stage3 / max(0.0010000000474974513, color.w);
+ color.xyz *= scale;
+ color.w = uinnerThreshold_Stage3;
+ }
+ output_Stage3 = color;
+ }
+ {
+ sk_FragColor = output_Stage3 * output_Stage2;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uCoordTransformMatrix_1_Stage0;
+uniform mat3 uCoordTransformMatrix_2_Stage0;
+in vec2 inPosition;
+in vec4 inColor;
+in float inCoverage;
+noperspective out vec4 vcolor_Stage0;
+noperspective out vec2 vTransformedCoords_1_Stage0;
+noperspective out vec2 vTransformedCoords_2_Stage0;
+noperspective out float vinCoverage_Stage0;
+void main() {
+ vec4 color = inColor;
+ vcolor_Stage0 = color;
+ vec2 pos2 = inPosition;
+ vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(inPosition, 1.0)).xy;
+ vTransformedCoords_2_Stage0 = (uCoordTransformMatrix_2_Stage0 * vec3(inPosition, 1.0)).xy;
+ vinCoverage_Stage0 = inCoverage;
+ 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);
+}
+