summaryrefslogtreecommitdiff
path: root/shaders/skia/1957.shader_test
diff options
context:
space:
mode:
Diffstat (limited to 'shaders/skia/1957.shader_test')
-rw-r--r--shaders/skia/1957.shader_test248
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);
+}
+