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-rw-r--r--shaders/skia/1930.shader_test133
1 files changed, 133 insertions, 0 deletions
diff --git a/shaders/skia/1930.shader_test b/shaders/skia/1930.shader_test
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+++ b/shaders/skia/1930.shader_test
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+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+#extension GL_KHR_blend_equation_advanced : require
+out vec4 sk_FragColor;
+layout (blend_support_all_equations) out ;
+uniform vec4 uellipse_Stage1_c0_c0;
+uniform vec4 ucolor_Stage1_c1_c0_c0_c0;
+uniform float uPixelSize_Stage1_c1_c0_c1_c0;
+uniform vec2 uRange_Stage1_c1_c0_c1_c0;
+uniform sampler2D uTextureSampler_0_Stage1;
+noperspective in vec4 vQuadEdge_Stage0;
+noperspective in vec4 vinColor_Stage0;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+vec4 EllipseEffect_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec2 d = gl_FragCoord.xy - uellipse_Stage1_c0_c0.xy;
+ vec2 Z = d * uellipse_Stage1_c0_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 ? 1.0 : 0.0;
+ }
+ _output = _input * alpha;
+ return _output;
+}
+vec4 ConstColorProcessor_Stage1_c1_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ {
+ _output = _input * ucolor_Stage1_c1_c0_c0_c0;
+ }
+ return _output;
+}
+vec4 Morphology_Stage1_c1_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ _output = vec4(0.0, 0.0, 0.0, 0.0);
+ vec2 coord = vTransformedCoords_0_Stage0;
+ coord.y -= 3.0 * uPixelSize_Stage1_c1_c0_c1_c0;
+ for (int i = 0;i < 7; i++) {
+ _output = max(_output, texture(uTextureSampler_0_Stage1, coord));
+ coord.y += uPixelSize_Stage1_c1_c0_c1_c0;
+ }
+ _output *= _input;
+ return _output;
+}
+vec4 blend_plus(vec4 src, vec4 dst) {
+ return min(src + dst, 1.0);
+}
+vec4 ComposeTwo_Stage1_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_plus(ConstColorProcessor_Stage1_c1_c0_c0_c0(inputColor), Morphology_Stage1_c1_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+float _blend_color_luminance(vec3 color) {
+ return dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), color);
+}
+vec3 _blend_set_color_luminance(vec3 hueSatColor, float alpha, vec3 lumColor) {
+ float lum = _blend_color_luminance(lumColor);
+ vec3 result = (lum - _blend_color_luminance(hueSatColor)) + hueSatColor;
+ float minComp = min(min(result.x, result.y), result.z);
+ float maxComp = max(max(result.x, result.y), result.z);
+ if (minComp < 0.0 && lum != minComp) {
+ result = lum + ((result - lum) * lum) / (lum - minComp);
+ }
+ if (maxComp > alpha && maxComp != lum) {
+ return lum + ((result - lum) * (alpha - lum)) / (maxComp - lum);
+ }
+ return result;
+}
+vec4 blend_luminosity(vec4 src, vec4 dst) {
+ float alpha = dst.w * src.w;
+ vec3 sda = src.xyz * dst.w;
+ vec3 dsa = dst.xyz * src.w;
+ return vec4((((_blend_set_color_luminance(dsa, alpha, sda) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha);
+}
+void main() {
+ vec4 outputColor_Stage0;
+ vec4 outputCoverage_Stage0;
+ {
+ outputColor_Stage0 = vinColor_Stage0;
+ float edgeAlpha;
+ vec2 duvdx = dFdx(vQuadEdge_Stage0.xy);
+ vec2 duvdy = dFdy(vQuadEdge_Stage0.xy);
+ if (vQuadEdge_Stage0.z > 0.0 && vQuadEdge_Stage0.w > 0.0) {
+ edgeAlpha = min(min(vQuadEdge_Stage0.z, vQuadEdge_Stage0.w) + 0.5, 1.0);
+ } else {
+ vec2 gF = vec2((2.0 * vQuadEdge_Stage0.x) * duvdx.x - duvdx.y, (2.0 * vQuadEdge_Stage0.x) * duvdy.x - duvdy.y);
+ edgeAlpha = vQuadEdge_Stage0.x * vQuadEdge_Stage0.x - vQuadEdge_Stage0.y;
+ edgeAlpha = clamp(0.5 - edgeAlpha / length(gF), 0.0, 1.0);
+ }
+ outputCoverage_Stage0 = vec4(edgeAlpha);
+ }
+ vec4 output_Stage1;
+ {
+ vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
+ output_Stage1 = blend_luminosity(EllipseEffect_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 uCoordTransformMatrix_0_Stage0;
+in vec2 inPosition;
+in vec4 inColor;
+in vec4 inQuadEdge;
+noperspective out vec4 vQuadEdge_Stage0;
+noperspective out vec4 vinColor_Stage0;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+void main() {
+ vQuadEdge_Stage0 = inQuadEdge;
+ vinColor_Stage0 = inColor;
+ vec2 pos2 = inPosition;
+ 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);
+}
+