diff options
Diffstat (limited to 'shaders/skia/1930.shader_test')
-rw-r--r-- | shaders/skia/1930.shader_test | 133 |
1 files changed, 133 insertions, 0 deletions
diff --git a/shaders/skia/1930.shader_test b/shaders/skia/1930.shader_test new file mode 100644 index 0000000..9ec0b66 --- /dev/null +++ b/shaders/skia/1930.shader_test @@ -0,0 +1,133 @@ +[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); +} + |