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-rw-r--r--shaders/skia/1723.shader_test228
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diff --git a/shaders/skia/1723.shader_test b/shaders/skia/1723.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 uColor_Stage0;
+uniform float uCoverage_Stage0;
+uniform vec4 urectH_Stage1_c0_c0_c0_c0_c0_c0;
+uniform float uinvSixSigma_Stage1_c0_c0_c0_c0_c0_c0;
+uniform vec4 urectUniform_Stage1_c0_c0_c1_c0;
+uniform vec4 ucircle_Stage1_c1_c0_c0_c0_c0_c0;
+uniform vec4 uellipse_Stage1_c1_c0_c0_c0_c1_c0;
+uniform float ucornerRadius_Stage1_c1_c0_c1_c0_c0_c0;
+uniform vec4 uproxyRect_Stage1_c1_c0_c1_c0_c0_c0;
+uniform float ublurRadius_Stage1_c1_c0_c1_c0_c0_c0;
+uniform vec3 uedges_Stage1_c1_c0_c1_c0_c1_c0[1];
+uniform sampler2D uTextureSampler_0_Stage1;
+uniform sampler2D uTextureSampler_1_Stage1;
+uniform sampler2D uTextureSampler_2_Stage1;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+vec4 RectBlurEffect_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ float xCoverage, yCoverage;
+ {
+ float x, y;
+ {
+ x = max(urectH_Stage1_c0_c0_c0_c0_c0_c0.x - gl_FragCoord.x, gl_FragCoord.x - urectH_Stage1_c0_c0_c0_c0_c0_c0.z);
+ y = max(urectH_Stage1_c0_c0_c0_c0_c0_c0.y - gl_FragCoord.y, gl_FragCoord.y - urectH_Stage1_c0_c0_c0_c0_c0_c0.w);
+ }
+ xCoverage = texture(uTextureSampler_0_Stage1, vec2(x * uinvSixSigma_Stage1_c0_c0_c0_c0_c0_c0, 0.5)).w;
+ yCoverage = texture(uTextureSampler_0_Stage1, vec2(y * uinvSixSigma_Stage1_c0_c0_c0_c0_c0_c0, 0.5)).w;
+ _output = (_input * xCoverage) * yCoverage;
+ }
+ _output = (_input * xCoverage) * yCoverage;
+ return _output;
+}
+vec4 TextureEffect_Stage1_c0_c0_c0_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ _output = texture(uTextureSampler_1_Stage1, vTransformedCoords_0_Stage0) * _input;
+ return _output;
+}
+float _guarded_divide(float n, float d) {
+ return n / d;
+}
+float _color_dodge_component(float sc, float sa, float dc, float da) {
+ if (dc == 0.0) {
+ return sc * (1.0 - da);
+ } else {
+ float d = sa - sc;
+ if (d == 0.0) {
+ return (sa * da + sc * (1.0 - da)) + dc * (1.0 - sa);
+ }
+ d = min(da, _guarded_divide(dc * sa, d));
+ return (d * sa + sc * (1.0 - da)) + dc * (1.0 - sa);
+ }
+}
+vec4 blend_color_dodge(vec4 src, vec4 dst) {
+ return vec4(_color_dodge_component(src.x, src.w, dst.x, dst.w), _color_dodge_component(src.y, src.w, dst.y, dst.w), _color_dodge_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w);
+}
+vec4 ComposeTwo_Stage1_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_color_dodge(RectBlurEffect_Stage1_c0_c0_c0_c0_c0_c0(inputColor), TextureEffect_Stage1_c0_c0_c0_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+vec4 AARectEffect_Stage1_c0_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ float alpha;
+ {
+ float xSub, ySub;
+ xSub = min(gl_FragCoord.x - urectUniform_Stage1_c0_c0_c1_c0.x, 0.0);
+ xSub += min(urectUniform_Stage1_c0_c0_c1_c0.z - gl_FragCoord.x, 0.0);
+ ySub = min(gl_FragCoord.y - urectUniform_Stage1_c0_c0_c1_c0.y, 0.0);
+ ySub += min(urectUniform_Stage1_c0_c0_c1_c0.w - gl_FragCoord.y, 0.0);
+ alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));
+ }
+ _output = _input * alpha;
+ return _output;
+}
+vec4 blend_xor(vec4 src, vec4 dst) {
+ return (1.0 - dst.w) * src + (1.0 - src.w) * dst;
+}
+vec4 ComposeTwo_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_xor(ComposeTwo_Stage1_c0_c0_c0_c0(inputColor), AARectEffect_Stage1_c0_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+vec4 CircleEffect_Stage1_c1_c0_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ float d;
+ {
+ d = (length((ucircle_Stage1_c1_c0_c0_c0_c0_c0.xy - gl_FragCoord.xy) * ucircle_Stage1_c1_c0_c0_c0_c0_c0.w) - 1.0) * ucircle_Stage1_c1_c0_c0_c0_c0_c0.z;
+ }
+ {
+ _output = d > 0.5 ? _input : vec4(0.0);
+ }
+ 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 = approx_dist > 0.0 ? 0.0 : 1.0;
+ }
+ _output = _input * alpha;
+ return _output;
+}
+vec4 blend_src_over(vec4 src, vec4 dst) {
+ return src + (1.0 - src.w) * dst;
+}
+vec4 blend_lighten(vec4 src, vec4 dst) {
+ vec4 result = blend_src_over(src, dst);
+ result.xyz = max(result.xyz, (1.0 - dst.w) * src.xyz + dst.xyz);
+ return result;
+}
+vec4 ComposeTwo_Stage1_c1_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_lighten(CircleEffect_Stage1_c1_c0_c0_c0_c0_c0(inputColor), EllipseEffect_Stage1_c1_c0_c0_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+vec4 RRectBlurEffect_Stage1_c1_c0_c1_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec2 translatedFragPos = gl_FragCoord.xy - uproxyRect_Stage1_c1_c0_c1_c0_c0_c0.xy;
+ float threshold = ucornerRadius_Stage1_c1_c0_c1_c0_c0_c0 + 2.0 * ublurRadius_Stage1_c1_c0_c1_c0_c0_c0;
+ vec2 middle = (uproxyRect_Stage1_c1_c0_c1_c0_c0_c0.zw - uproxyRect_Stage1_c1_c0_c1_c0_c0_c0.xy) - 2.0 * threshold;
+ if (translatedFragPos.x >= threshold && translatedFragPos.x < middle.x + threshold) {
+ translatedFragPos.x = threshold;
+ } else if (translatedFragPos.x >= middle.x + threshold) {
+ translatedFragPos.x -= middle.x - 1.0;
+ }
+ if (translatedFragPos.y > threshold && translatedFragPos.y < middle.y + threshold) {
+ translatedFragPos.y = threshold;
+ } else if (translatedFragPos.y >= middle.y + threshold) {
+ translatedFragPos.y -= middle.y - 1.0;
+ }
+ vec2 proxyDims = vec2(2.0 * threshold + 1.0);
+ vec2 texCoord = translatedFragPos / proxyDims;
+ _output = _input * texture(uTextureSampler_2_Stage1, texCoord);
+ return _output;
+}
+vec4 ConvexPoly_Stage1_c1_c0_c1_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ float alpha = 1.0;
+ float edge;
+ edge = dot(uedges_Stage1_c1_c0_c1_c0_c1_c0[0], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
+ edge = edge >= 0.5 ? 1.0 : 0.0;
+ alpha *= edge;
+ _output = _input * alpha;
+ return _output;
+}
+vec4 blend_screen(vec4 src, vec4 dst) {
+ return src + (1.0 - src) * dst;
+}
+vec4 ComposeTwo_Stage1_c1_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_screen(RRectBlurEffect_Stage1_c1_c0_c1_c0_c0_c0(inputColor), ConvexPoly_Stage1_c1_c0_c1_c0_c1_c0(inputColor));
+ _output *= _input.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);
+}
+vec4 ComposeTwo_Stage1_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_dst_in(ComposeTwo_Stage1_c1_c0_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+vec4 blend_src_atop(vec4 src, vec4 dst) {
+ return dst.w * src + (1.0 - src.w) * dst;
+}
+void main() {
+ vec4 outputColor_Stage0;
+ vec4 outputCoverage_Stage0;
+ {
+ outputColor_Stage0 = uColor_Stage0;
+ outputCoverage_Stage0 = vec4(uCoverage_Stage0);
+ }
+ vec4 output_Stage1;
+ {
+ vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
+ output_Stage1 = blend_src_atop(ComposeTwo_Stage1_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0(inputColor));
+ output_Stage1 *= outputColor_Stage0.w;
+ }
+ {
+ sk_FragColor = outputCoverage_Stage0 * output_Stage1;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uViewM_Stage0;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+in vec2 inPosition;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+void main() {
+ vec2 pos2 = (uViewM_Stage0 * vec3(inPosition, 1.0)).xy;
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy;
+ 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);
+}
+