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Diffstat (limited to 'shaders/skia/1468.shader_test')
-rw-r--r-- | shaders/skia/1468.shader_test | 172 |
1 files changed, 172 insertions, 0 deletions
diff --git a/shaders/skia/1468.shader_test b/shaders/skia/1468.shader_test new file mode 100644 index 0000000..5ea4e2c --- /dev/null +++ b/shaders/skia/1468.shader_test @@ -0,0 +1,172 @@ +[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); +} + |