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-rw-r--r--shaders/skia/22-95.shader_test115
1 files changed, 115 insertions, 0 deletions
diff --git a/shaders/skia/22-95.shader_test b/shaders/skia/22-95.shader_test
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+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+#extension GL_ARB_fragment_coord_conventions : require
+layout(origin_upper_left) in vec4 gl_FragCoord;
+out vec4 sk_FragColor;
+uniform vec4 uleftBorderColor_Stage1_c0_c0;
+uniform vec4 urightBorderColor_Stage1_c0_c0;
+uniform float ubias_Stage1_c0_c0_c0_c0;
+uniform float uscale_Stage1_c0_c0_c0_c0;
+uniform vec4 uscale0_1_Stage1_c0_c0_c1_c0;
+uniform vec4 uscale2_3_Stage1_c0_c0_c1_c0;
+uniform vec4 uscale4_5_Stage1_c0_c0_c1_c0;
+uniform vec4 ubias0_1_Stage1_c0_c0_c1_c0;
+uniform vec4 ubias2_3_Stage1_c0_c0_c1_c0;
+uniform vec4 ubias4_5_Stage1_c0_c0_c1_c0;
+uniform vec4 uthresholds1_7_Stage1_c0_c0_c1_c0;
+uniform vec4 uthresholds9_13_Stage1_c0_c0_c1_c0;
+in vec2 vTransformedCoords_0_Stage0;
+flat in vec4 vcolor_Stage0;
+in float vcoverage_Stage0;
+flat in vec4 vgeomDomain_Stage0;
+vec4 SweepGradientLayout_Stage1_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ float angle;
+ {
+ angle = atan(-vTransformedCoords_0_Stage0.y, -vTransformedCoords_0_Stage0.x);
+ }
+ float t = ((angle * 0.15915493667125702 + 0.5) + ubias_Stage1_c0_c0_c0_c0) * uscale_Stage1_c0_c0_c0_c0;
+ _output = vec4(t, 1.0, 0.0, 0.0);
+ return _output;
+}
+vec4 UnrolledBinaryGradientColorizer_Stage1_c0_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ float t = _input.x;
+ vec4 scale, bias;
+ {
+ if (t < uthresholds1_7_Stage1_c0_c0_c1_c0.y) {
+ if (t < uthresholds1_7_Stage1_c0_c0_c1_c0.x) {
+ scale = uscale0_1_Stage1_c0_c0_c1_c0;
+ bias = ubias0_1_Stage1_c0_c0_c1_c0;
+ } else {
+ scale = uscale2_3_Stage1_c0_c0_c1_c0;
+ bias = ubias2_3_Stage1_c0_c0_c1_c0;
+ }
+ } else {
+ {
+ scale = uscale4_5_Stage1_c0_c0_c1_c0;
+ bias = ubias4_5_Stage1_c0_c0_c1_c0;
+ }
+ }
+ }
+ _output = t * scale + bias;
+ return _output;
+}
+vec4 ClampedGradientEffect_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 t = SweepGradientLayout_Stage1_c0_c0_c0_c0(vec4(1.0));
+ if (t.x < 0.0) {
+ _output = uleftBorderColor_Stage1_c0_c0;
+ } else if (t.x > 1.0) {
+ _output = urightBorderColor_Stage1_c0_c0;
+ } else {
+ _output = UnrolledBinaryGradientColorizer_Stage1_c0_c0_c1_c0(t);
+ }
+ return _output;
+}
+void main() {
+ vec4 outputCoverage_Stage0;
+ {
+ float coverage = vcoverage_Stage0 * gl_FragCoord.w;
+ vec4 geoDomain;
+ geoDomain = vgeomDomain_Stage0;
+ if (coverage < 0.5) {
+ vec4 dists4 = clamp(vec4(1.0, 1.0, -1.0, -1.0) * (gl_FragCoord.xyxy - geoDomain), 0.0, 1.0);
+ vec2 dists2 = dists4.xy * dists4.zw;
+ coverage = min(coverage, dists2.x * dists2.y);
+ }
+ outputCoverage_Stage0 = vec4(coverage);
+ }
+ vec4 output_Stage1;
+ {
+ output_Stage1 = ClampedGradientEffect_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0));
+ }
+ {
+ sk_FragColor = output_Stage1 * outputCoverage_Stage0;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+in vec4 positionWithCoverage;
+in vec4 color;
+in vec2 localCoord;
+in vec4 geomDomain;
+out vec2 vTransformedCoords_0_Stage0;
+flat out vec4 vcolor_Stage0;
+out float vcoverage_Stage0;
+flat out vec4 vgeomDomain_Stage0;
+void main() {
+ vec3 position = positionWithCoverage.xyz;
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy;
+ vcolor_Stage0 = color;
+ vcoverage_Stage0 = positionWithCoverage.w * positionWithCoverage.z;
+ vgeomDomain_Stage0 = geomDomain;
+ gl_Position = vec4(position.x, position.y, 0.0, position.z);
+ gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
+}
+