diff options
Diffstat (limited to 'shaders/skia/151-4.shader_test')
-rw-r--r-- | shaders/skia/151-4.shader_test | 116 |
1 files changed, 116 insertions, 0 deletions
diff --git a/shaders/skia/151-4.shader_test b/shaders/skia/151-4.shader_test new file mode 100644 index 0000000..6332553 --- /dev/null +++ b/shaders/skia/151-4.shader_test @@ -0,0 +1,116 @@ +[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); +} + |