diff options
Diffstat (limited to 'shaders/skia/1957.shader_test')
-rw-r--r-- | shaders/skia/1957.shader_test | 248 |
1 files changed, 248 insertions, 0 deletions
diff --git a/shaders/skia/1957.shader_test b/shaders/skia/1957.shader_test new file mode 100644 index 0000000..69bea35 --- /dev/null +++ b/shaders/skia/1957.shader_test @@ -0,0 +1,248 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform vec4 uColor_Stage0; +uniform vec4 ucolor_Stage1_c0_c0_c0_c0_c0_c0; +uniform vec4 ucircle_Stage1_c0_c0_c0_c0_c1_c0; +uniform vec4 ucolor_Stage1_c0_c0_c1_c0_c0_c0; +uniform vec4 ucircle_Stage1_c1_c0_c0_c0; +uniform vec3 uedges_Stage1_c1_c0_c1_c0_c0_c0[4]; +uniform mat4 um_Stage1_c1_c0_c1_c0_c1_c0; +uniform vec4 uv_Stage1_c1_c0_c1_c0_c1_c0; +noperspective in vec3 vDashParams_Stage0; +noperspective in vec4 vRectParams_Stage0; +vec4 ConstColorProcessor_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + { + _output = _input.w * ucolor_Stage1_c0_c0_c0_c0_c0_c0; + } + return _output; +} +vec4 CircleEffect_Stage1_c0_c0_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + float d; + { + d = (1.0 - length((ucircle_Stage1_c0_c0_c0_c0_c1_c0.xy - gl_FragCoord.xy) * ucircle_Stage1_c0_c0_c0_c0_c1_c0.w)) * ucircle_Stage1_c0_c0_c0_c0_c1_c0.z; + } + { + _output = _input * clamp(d, 0.0, 1.0); + } + return _output; +} +vec4 blend_src_over(vec4 src, vec4 dst) { + return src + (1.0 - src.w) * dst; +} +vec4 blend_darken(vec4 src, vec4 dst) { + vec4 result = blend_src_over(src, dst); + result.xyz = min(result.xyz, (1.0 - dst.w) * src.xyz + dst.xyz); + return result; +} +vec4 ComposeTwo_Stage1_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_darken(ConstColorProcessor_Stage1_c0_c0_c0_c0_c0_c0(inputColor), CircleEffect_Stage1_c0_c0_c0_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 ConstColorProcessor_Stage1_c0_c0_c1_c0_c0_c0(vec4 _input) { + vec4 _output; + { + _output = ucolor_Stage1_c0_c0_c1_c0_c0_c0; + } + return _output; +} +vec4 ConfigConversionEffect_Stage1_c0_c0_c1_c0_c1_c0(vec4 _input) { + vec4 _output; + _output = floor(_input * 255.0 + 0.5) / 255.0; + { + _output.xyz = floor((_output.xyz * _output.w) * 255.0 + 0.5) / 255.0; + } + 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); +} +vec4 ComposeTwo_Stage1_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_luminosity(ConstColorProcessor_Stage1_c0_c0_c1_c0_c0_c0(inputColor), ConfigConversionEffect_Stage1_c0_c0_c1_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 ComposeTwo_Stage1_c0_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_luminosity(ComposeTwo_Stage1_c0_c0_c0_c0(inputColor), ComposeTwo_Stage1_c0_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 CircleEffect_Stage1_c1_c0_c0_c0(vec4 _input) { + vec4 _output; + float d; + { + d = (length((ucircle_Stage1_c1_c0_c0_c0.xy - gl_FragCoord.xy) * ucircle_Stage1_c1_c0_c0_c0.w) - 1.0) * ucircle_Stage1_c1_c0_c0_c0.z; + } + { + _output = d > 0.5 ? _input : vec4(0.0); + } + return _output; +} +vec4 ConvexPoly_Stage1_c1_c0_c1_c0_c0_c0(vec4 _input) { + vec4 _output; + float alpha = 1.0; + float edge; + edge = dot(uedges_Stage1_c1_c0_c1_c0_c0_c0[0], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); + edge = edge >= 0.5 ? 1.0 : 0.0; + alpha *= edge; + edge = dot(uedges_Stage1_c1_c0_c1_c0_c0_c0[1], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); + edge = edge >= 0.5 ? 1.0 : 0.0; + alpha *= edge; + edge = dot(uedges_Stage1_c1_c0_c1_c0_c0_c0[2], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); + edge = edge >= 0.5 ? 1.0 : 0.0; + alpha *= edge; + edge = dot(uedges_Stage1_c1_c0_c1_c0_c0_c0[3], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); + edge = edge >= 0.5 ? 1.0 : 0.0; + alpha *= edge; + alpha = 1.0 - alpha; + _output = _input * alpha; + return _output; +} +vec4 ColorMatrixFragmentProcessor_Stage1_c1_c0_c1_c0_c1_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = _input; + { + float nonZeroAlpha = max(inputColor.w, 9.9999997473787516e-05); + inputColor = vec4(inputColor.xyz / nonZeroAlpha, inputColor.w); + } + _output = um_Stage1_c1_c0_c1_c0_c1_c0 * inputColor + uv_Stage1_c1_c0_c1_c0_c1_c0; + { + _output.w = clamp(_output.w, 0.0, 1.0); + } + { + _output.xyz *= _output.w; + } + return _output; +} +float _blend_color_saturation(vec3 color) { + return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z); +} +vec3 _blend_set_color_saturation_helper(vec3 minMidMax, float sat) { + if (minMidMax.x < minMidMax.z) { + return vec3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat); + } + return vec3(0.0); +} +vec3 _blend_set_color_saturation(vec3 hueLumColor, vec3 satColor) { + float sat = _blend_color_saturation(satColor); + if (hueLumColor.x <= hueLumColor.y) { + if (hueLumColor.y <= hueLumColor.z) { + hueLumColor.xyz = _blend_set_color_saturation_helper(hueLumColor, sat); + } else if (hueLumColor.x <= hueLumColor.z) { + hueLumColor.xzy = _blend_set_color_saturation_helper(hueLumColor.xzy, sat); + } else { + hueLumColor.zxy = _blend_set_color_saturation_helper(hueLumColor.zxy, sat); + } + } else if (hueLumColor.x <= hueLumColor.z) { + hueLumColor.yxz = _blend_set_color_saturation_helper(hueLumColor.yxz, sat); + } else if (hueLumColor.y <= hueLumColor.z) { + hueLumColor.yzx = _blend_set_color_saturation_helper(hueLumColor.yzx, sat); + } else { + hueLumColor.zyx = _blend_set_color_saturation_helper(hueLumColor.zyx, sat); + } + return hueLumColor; +} +vec4 blend_saturation(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(_blend_set_color_saturation(dsa, sda), alpha, dsa) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha); +} +vec4 ComposeTwo_Stage1_c1_c0_c1_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_saturation(ConvexPoly_Stage1_c1_c0_c1_c0_c0_c0(inputColor), ColorMatrixFragmentProcessor_Stage1_c1_c0_c1_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 blend_hue(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(_blend_set_color_saturation(sda, dsa), alpha, dsa) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha); +} +vec4 ComposeTwo_Stage1_c1_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_hue(CircleEffect_Stage1_c1_c0_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 blend_multiply(vec4 src, vec4 dst) { + return vec4(((1.0 - src.w) * dst.xyz + (1.0 - dst.w) * src.xyz) + src.xyz * dst.xyz, src.w + (1.0 - src.w) * dst.w); +} +void main() { + vec4 outputColor_Stage0; + vec4 outputCoverage_Stage0; + { + outputColor_Stage0 = uColor_Stage0; + float xShifted = vDashParams_Stage0.x - floor(vDashParams_Stage0.x / vDashParams_Stage0.z) * vDashParams_Stage0.z; + vec2 fragPosShifted = vec2(xShifted, vDashParams_Stage0.y); + float xSub, ySub; + xSub = min(fragPosShifted.x - vRectParams_Stage0.x, 0.0); + xSub += min(vRectParams_Stage0.z - fragPosShifted.x, 0.0); + ySub = min(fragPosShifted.y - vRectParams_Stage0.y, 0.0); + ySub += min(vRectParams_Stage0.w - fragPosShifted.y, 0.0); + float alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0)); + outputCoverage_Stage0 = vec4(alpha); + } + vec4 output_Stage1; + { + vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0); + output_Stage1 = blend_multiply(ComposeTwo_Stage1_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0(inputColor)); + output_Stage1 *= outputColor_Stage0.w; + } + { + sk_FragColor = output_Stage1 * outputCoverage_Stage0; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +in vec2 inPosition; +in vec3 inDashParams; +in vec4 inRect; +noperspective out vec3 vDashParams_Stage0; +noperspective out vec4 vRectParams_Stage0; +void main() { + vDashParams_Stage0 = inDashParams; + vRectParams_Stage0 = inRect; + vec2 pos2 = inPosition; + 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); +} + |