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Diffstat (limited to 'shaders/skia/1831.shader_test')
-rw-r--r-- | shaders/skia/1831.shader_test | 133 |
1 files changed, 133 insertions, 0 deletions
diff --git a/shaders/skia/1831.shader_test b/shaders/skia/1831.shader_test new file mode 100644 index 0000000..99394b8 --- /dev/null +++ b/shaders/skia/1831.shader_test @@ -0,0 +1,133 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +#extension GL_ARB_fragment_coord_conventions : require +layout(origin_upper_left) in vec4 gl_FragCoord; +uniform vec4 urectUniform_Stage1; +uniform vec4 uleftBorderColor_Stage2_c0_c0; +uniform vec4 urightBorderColor_Stage2_c0_c0; +uniform vec4 uscale0_1_Stage2_c0_c0_c1_c0; +uniform vec4 uscale2_3_Stage2_c0_c0_c1_c0; +uniform vec4 uscale4_5_Stage2_c0_c0_c1_c0; +uniform vec4 uscale6_7_Stage2_c0_c0_c1_c0; +uniform vec4 ubias0_1_Stage2_c0_c0_c1_c0; +uniform vec4 ubias2_3_Stage2_c0_c0_c1_c0; +uniform vec4 ubias4_5_Stage2_c0_c0_c1_c0; +uniform vec4 ubias6_7_Stage2_c0_c0_c1_c0; +uniform vec4 uthresholds1_7_Stage2_c0_c0_c1_c0; +uniform vec4 uthresholds9_13_Stage2_c0_c0_c1_c0; +uniform sampler2D uTextureSampler_0_Stage0; +noperspective in vec2 vTransformedCoords_0_Stage0; +noperspective in vec2 vtextureCoords_Stage0; +flat in vec4 vtextureDomain_Stage0; +flat in vec4 vcolor_Stage0; +vec4 RadialGradientLayout_Stage2_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + float t = length(vTransformedCoords_0_Stage0); + _output = vec4(t, 1.0, 0.0, 0.0); + return _output; +} +vec4 UnrolledBinaryGradientColorizer_Stage2_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + float t = _input.x; + vec4 scale, bias; + { + if (t < uthresholds1_7_Stage2_c0_c0_c1_c0.y) { + if (t < uthresholds1_7_Stage2_c0_c0_c1_c0.x) { + scale = uscale0_1_Stage2_c0_c0_c1_c0; + bias = ubias0_1_Stage2_c0_c0_c1_c0; + } else { + scale = uscale2_3_Stage2_c0_c0_c1_c0; + bias = ubias2_3_Stage2_c0_c0_c1_c0; + } + } else { + if (t < uthresholds1_7_Stage2_c0_c0_c1_c0.z) { + scale = uscale4_5_Stage2_c0_c0_c1_c0; + bias = ubias4_5_Stage2_c0_c0_c1_c0; + } else { + scale = uscale6_7_Stage2_c0_c0_c1_c0; + bias = ubias6_7_Stage2_c0_c0_c1_c0; + } + } + } + _output = t * scale + bias; + return _output; +} +vec4 ClampedGradientEffect_Stage2_c0_c0(vec4 _input) { + vec4 _output; + vec4 t = RadialGradientLayout_Stage2_c0_c0_c0_c0(vec4(1.0)); + if (t.x < 0.0) { + _output = uleftBorderColor_Stage2_c0_c0; + } else if (t.x > 1.0) { + _output = urightBorderColor_Stage2_c0_c0; + } else { + _output = UnrolledBinaryGradientColorizer_Stage2_c0_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; + { + vec2 textureCoords; + textureCoords = vtextureCoords_Stage0; + vec4 textureDomain; + textureDomain = vtextureDomain_Stage0; + outputColor_Stage0 = vcolor_Stage0; + outputColor_Stage0 = texture(uTextureSampler_0_Stage0, clamp(textureCoords, textureDomain.xy, textureDomain.zw)) * outputColor_Stage0; + } + vec4 output_Stage1; + { + float alpha; + { + float xSub, ySub; + xSub = min(gl_FragCoord.x - urectUniform_Stage1.x, 0.0); + xSub += min(urectUniform_Stage1.z - gl_FragCoord.x, 0.0); + ySub = min(gl_FragCoord.y - urectUniform_Stage1.y, 0.0); + ySub += min(urectUniform_Stage1.w - gl_FragCoord.y, 0.0); + alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0)); + } + { + alpha = 1.0 - alpha; + } + output_Stage1 = vec4(alpha); + } + { + blend_dst_in(output_Stage1, ClampedGradientEffect_Stage2_c0_c0(vec4(1.0))); + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uCoordTransformMatrix_0_Stage0; +in vec2 position; +in vec2 textureCoords; +in vec4 textureDomain; +in vec4 color; +noperspective out vec2 vTransformedCoords_0_Stage0; +noperspective out vec2 vtextureCoords_Stage0; +flat out vec4 vtextureDomain_Stage0; +flat out vec4 vcolor_Stage0; +void main() { + vec2 pos2 = position; + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(textureCoords, 1.0)).xy; + vtextureCoords_Stage0 = textureCoords; + vtextureDomain_Stage0 = textureDomain; + vcolor_Stage0 = color; + 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); +} + |