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-rw-r--r--shaders/skia/151-4.shader_test116
1 files changed, 116 insertions, 0 deletions
diff --git a/shaders/skia/151-4.shader_test b/shaders/skia/151-4.shader_test
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+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+#extension GL_ARB_fragment_coord_conventions : require
+layout(origin_upper_left) in vec4 gl_FragCoord;
+out vec4 sk_FragColor;
+uniform vec4 ustart_Stage1_c0_c0_c1_c0;
+uniform vec4 uend_Stage1_c0_c0_c1_c0;
+uniform vec2 uDstTextureUpperLeft_Stage2;
+uniform vec2 uDstTextureCoordScale_Stage2;
+uniform sampler2D uTextureSampler_0_Stage0;
+uniform sampler2D uDstTextureSampler_Stage2;
+noperspective in vec2 vTextureCoords_Stage0;
+flat in int vTexIndex_Stage0;
+noperspective in vec4 vinColor_Stage0;
+noperspective in vec2 vTransformedCoords_0_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 SingleIntervalGradientColorizer_Stage1_c0_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ float t = _input.x;
+ _output = (1.0 - t) * ustart_Stage1_c0_c0_c1_c0 + t * uend_Stage1_c0_c0_c1_c0;
+ return _output;
+}
+vec4 TiledGradientEffect_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 t = LinearGradientLayout_Stage1_c0_c0_c0_c0(vec4(1.0));
+ {
+ {
+ t.x = fract(t.x);
+ }
+ _output = SingleIntervalGradientColorizer_Stage1_c0_c0_c1_c0(t);
+ }
+ return _output;
+}
+float _guarded_divide(float n, float d) {
+ return n / d;
+}
+float _soft_light_component(float sc, float sa, float dc, float da) {
+ if (2.0 * sc <= sa) {
+ return (_guarded_divide((dc * dc) * (sa - 2.0 * sc), da) + (1.0 - da) * sc) + dc * ((-sa + 2.0 * sc) + 1.0);
+ } else if (4.0 * dc <= da) {
+ float DSqd = dc * dc;
+ float DCub = DSqd * dc;
+ float DaSqd = da * da;
+ float DaCub = DaSqd * da;
+ return _guarded_divide(((DaSqd * (sc - dc * ((3.0 * sa - 6.0 * sc) - 1.0)) + ((12.0 * da) * DSqd) * (sa - 2.0 * sc)) - (16.0 * DCub) * (sa - 2.0 * sc)) - DaCub * sc, DaSqd);
+ }
+ return ((dc * ((sa - 2.0 * sc) + 1.0) + sc) - sqrt(da * dc) * (sa - 2.0 * sc)) - da * sc;
+}
+vec4 blend_soft_light(vec4 src, vec4 dst) {
+ if (dst.w == 0.0) {
+ return src;
+ }
+ return vec4(_soft_light_component(src.x, src.w, dst.x, dst.w), _soft_light_component(src.y, src.w, dst.y, dst.w), _soft_light_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w);
+}
+void main() {
+ vec4 outputCoverage_Stage0;
+ {
+ vec4 texColor;
+ {
+ texColor = texture(uTextureSampler_0_Stage0, vTextureCoords_Stage0);
+ }
+ outputCoverage_Stage0 = texColor;
+ }
+ vec4 output_Stage1;
+ {
+ output_Stage1 = TiledGradientEffect_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0));
+ }
+ {
+ if (all(lessThanEqual(outputCoverage_Stage0.xyz, vec3(0.0)))) {
+ discard;
+ }
+ vec2 _dstTexCoord = (gl_FragCoord.xy - uDstTextureUpperLeft_Stage2) * uDstTextureCoordScale_Stage2;
+ _dstTexCoord.y = 1.0 - _dstTexCoord.y;
+ vec4 _dstColor = texture(uDstTextureSampler_Stage2, _dstTexCoord);
+ sk_FragColor = blend_soft_light(output_Stage1, _dstColor);
+ float lerpRed = mix(_dstColor.w, sk_FragColor.w, outputCoverage_Stage0.x);
+ float lerpBlue = mix(_dstColor.w, sk_FragColor.w, outputCoverage_Stage0.y);
+ float lerpGreen = mix(_dstColor.w, sk_FragColor.w, outputCoverage_Stage0.z);
+ sk_FragColor = outputCoverage_Stage0 * sk_FragColor + (vec4(1.0) - outputCoverage_Stage0) * _dstColor;
+ sk_FragColor.w = max(max(lerpRed, lerpBlue), lerpGreen);
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform vec2 uAtlasSizeInv_Stage0;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+in vec2 inPosition;
+in vec4 inColor;
+in uvec2 inTextureCoords;
+noperspective out vec2 vTextureCoords_Stage0;
+flat out int vTexIndex_Stage0;
+noperspective out vec4 vinColor_Stage0;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+void main() {
+ ivec2 signedCoords = ivec2(int(inTextureCoords.x), int(inTextureCoords.y));
+ vec2 unormTexCoords = vec2(float(signedCoords.x / 2), float(signedCoords.y / 2));
+ vTextureCoords_Stage0 = unormTexCoords * uAtlasSizeInv_Stage0;
+ vTexIndex_Stage0 = 0;
+ vinColor_Stage0 = inColor;
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy;
+ gl_Position = vec4(inPosition.x, inPosition.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);
+}
+