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-rw-r--r--shaders/skia/2068.shader_test149
1 files changed, 149 insertions, 0 deletions
diff --git a/shaders/skia/2068.shader_test b/shaders/skia/2068.shader_test
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+++ b/shaders/skia/2068.shader_test
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+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+uniform vec4 ucircle_Stage1_c0_c0;
+uniform mat4 um_Stage1_c1_c0_c0_c0;
+uniform vec4 uv_Stage1_c1_c0_c0_c0;
+uniform vec4 urectUniform_Stage1_c1_c0_c1_c0_c0_c0;
+uniform vec3 uedges_Stage1_c1_c0_c1_c0_c1_c0[3];
+uniform vec2 uDstTextureUpperLeft_Stage2;
+uniform vec2 uDstTextureCoordScale_Stage2;
+uniform sampler2D uDstTextureSampler_Stage2;
+noperspective in vec4 vcolor_Stage0;
+noperspective in float vinCoverage_Stage0;
+vec4 CircleEffect_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ float d;
+ {
+ d = (1.0 - length((ucircle_Stage1_c0_c0.xy - gl_FragCoord.xy) * ucircle_Stage1_c0_c0.w)) * ucircle_Stage1_c0_c0.z;
+ }
+ {
+ _output = _input * clamp(d, 0.0, 1.0);
+ }
+ return _output;
+}
+vec4 ColorMatrixFragmentProcessor_Stage1_c1_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = _input;
+ _output = um_Stage1_c1_c0_c0_c0 * inputColor + uv_Stage1_c1_c0_c0_c0;
+ {
+ _output = clamp(_output, 0.0, 1.0);
+ }
+ {
+ _output.xyz *= _output.w;
+ }
+ return _output;
+}
+vec4 AARectEffect_Stage1_c1_c0_c1_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ float alpha;
+ {
+ float xSub, ySub;
+ xSub = min(gl_FragCoord.x - urectUniform_Stage1_c1_c0_c1_c0_c0_c0.x, 0.0);
+ xSub += min(urectUniform_Stage1_c1_c0_c1_c0_c0_c0.z - gl_FragCoord.x, 0.0);
+ ySub = min(gl_FragCoord.y - urectUniform_Stage1_c1_c0_c1_c0_c0_c0.y, 0.0);
+ ySub += min(urectUniform_Stage1_c1_c0_c1_c0_c0_c0.w - gl_FragCoord.y, 0.0);
+ alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));
+ }
+ _output = _input * alpha;
+ return _output;
+}
+vec4 ConvexPoly_Stage1_c1_c0_c1_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ float alpha = 1.0;
+ float edge;
+ edge = dot(uedges_Stage1_c1_c0_c1_c0_c1_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_c1_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_c1_c0[2], 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 blend_xor(vec4 src, vec4 dst) {
+ return (1.0 - dst.w) * src + (1.0 - src.w) * dst;
+}
+vec4 ComposeTwo_Stage1_c1_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_xor(AARectEffect_Stage1_c1_c0_c1_c0_c0_c0(inputColor), ConvexPoly_Stage1_c1_c0_c1_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+vec4 blend_dst_over(vec4 src, vec4 dst) {
+ return (1.0 - dst.w) * src + dst;
+}
+vec4 ComposeTwo_Stage1_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_dst_over(ColorMatrixFragmentProcessor_Stage1_c1_c0_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+float _blend_overlay_component(float sc, float sa, float dc, float da) {
+ if (2.0 * dc <= da) {
+ return (2.0 * sc) * dc;
+ }
+ return sa * da - (2.0 * (da - dc)) * (sa - sc);
+}
+vec4 blend_overlay(vec4 src, vec4 dst) {
+ vec4 result = vec4(_blend_overlay_component(src.x, src.w, dst.x, dst.w), _blend_overlay_component(src.y, src.w, dst.y, dst.w), _blend_overlay_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w);
+ result.xyz += dst.xyz * (1.0 - src.w) + src.xyz * (1.0 - dst.w);
+ return result;
+}
+vec4 blend_src_out(vec4 src, vec4 dst) {
+ return (1.0 - dst.w) * src;
+}
+void main() {
+ vec4 outputColor_Stage0;
+ vec4 outputCoverage_Stage0;
+ {
+ outputColor_Stage0 = vcolor_Stage0;
+ float alpha = 1.0;
+ alpha = vinCoverage_Stage0;
+ outputCoverage_Stage0 = vec4(alpha);
+ }
+ vec4 output_Stage1;
+ {
+ vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
+ output_Stage1 = blend_overlay(CircleEffect_Stage1_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0(inputColor));
+ output_Stage1 *= outputColor_Stage0.w;
+ }
+ {
+ if (all(lessThanEqual(outputCoverage_Stage0.xyz, vec3(0.0)))) {
+ discard;
+ }
+ vec2 _dstTexCoord = (gl_FragCoord.xy - uDstTextureUpperLeft_Stage2) * uDstTextureCoordScale_Stage2;
+ vec4 _dstColor = texture(uDstTextureSampler_Stage2, _dstTexCoord);
+ sk_FragColor = blend_src_out(output_Stage1, _dstColor);
+ sk_FragColor = outputCoverage_Stage0 * sk_FragColor + (vec4(1.0) - outputCoverage_Stage0) * _dstColor;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+in vec2 inPosition;
+in vec4 inColor;
+in float inCoverage;
+noperspective out vec4 vcolor_Stage0;
+noperspective out float vinCoverage_Stage0;
+void main() {
+ vec4 color = inColor;
+ vcolor_Stage0 = color;
+ vec2 pos2 = inPosition;
+ vinCoverage_Stage0 = inCoverage;
+ 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);
+}
+