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-rw-r--r--shaders/skia/2443.shader_test154
1 files changed, 154 insertions, 0 deletions
diff --git a/shaders/skia/2443.shader_test b/shaders/skia/2443.shader_test
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+++ b/shaders/skia/2443.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_c0_c0;
+uniform vec4 urightBorderColor_Stage1_c0_c0_c0_c0;
+uniform vec2 ufocalParams_Stage1_c0_c0_c0_c0_c0_c0;
+uniform vec4 uscale0_1_Stage1_c0_c0_c0_c0_c1_c0;
+uniform vec4 uscale2_3_Stage1_c0_c0_c0_c0_c1_c0;
+uniform vec4 uscale4_5_Stage1_c0_c0_c0_c0_c1_c0;
+uniform vec4 ubias0_1_Stage1_c0_c0_c0_c0_c1_c0;
+uniform vec4 ubias2_3_Stage1_c0_c0_c0_c0_c1_c0;
+uniform vec4 ubias4_5_Stage1_c0_c0_c0_c0_c1_c0;
+uniform vec4 uthresholds1_7_Stage1_c0_c0_c0_c0_c1_c0;
+uniform vec4 uthresholds9_13_Stage1_c0_c0_c0_c0_c1_c0;
+uniform vec2 uDstTextureUpperLeft_Stage2;
+uniform vec2 uDstTextureCoordScale_Stage2;
+uniform sampler2D uDstTextureSampler_Stage2;
+noperspective in vec2 vEllipseOffsets_Stage0;
+noperspective in vec4 vEllipseRadii_Stage0;
+noperspective in vec4 vinColor_Stage0;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+vec4 TwoPointConicalGradientLayout_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec2 p = vTransformedCoords_0_Stage0;
+ float t = -1.0;
+ {
+ {
+ float r0 = ufocalParams_Stage1_c0_c0_c0_c0_c0_c0.x;
+ {
+ t = -length(p) - r0;
+ }
+ }
+ }
+ _output = vec4(t, 1.0, 0.0, 0.0);
+ return _output;
+}
+vec4 UnrolledBinaryGradientColorizer_Stage1_c0_c0_c0_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ float t = _input.x;
+ vec4 scale, bias;
+ {
+ if (t < uthresholds1_7_Stage1_c0_c0_c0_c0_c1_c0.y) {
+ if (t < uthresholds1_7_Stage1_c0_c0_c0_c0_c1_c0.x) {
+ scale = uscale0_1_Stage1_c0_c0_c0_c0_c1_c0;
+ bias = ubias0_1_Stage1_c0_c0_c0_c0_c1_c0;
+ } else {
+ scale = uscale2_3_Stage1_c0_c0_c0_c0_c1_c0;
+ bias = ubias2_3_Stage1_c0_c0_c0_c0_c1_c0;
+ }
+ } else {
+ {
+ scale = uscale4_5_Stage1_c0_c0_c0_c0_c1_c0;
+ bias = ubias4_5_Stage1_c0_c0_c0_c0_c1_c0;
+ }
+ }
+ }
+ _output = t * scale + bias;
+ return _output;
+}
+vec4 ClampedGradientEffect_Stage1_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 t = TwoPointConicalGradientLayout_Stage1_c0_c0_c0_c0_c0_c0(vec4(1.0));
+ if (t.y < 0.0) {
+ _output = vec4(0.0);
+ } else if (t.x < 0.0) {
+ _output = uleftBorderColor_Stage1_c0_c0_c0_c0;
+ } else if (t.x > 1.0) {
+ _output = urightBorderColor_Stage1_c0_c0_c0_c0;
+ } else {
+ _output = UnrolledBinaryGradientColorizer_Stage1_c0_c0_c0_c0_c1_c0(t);
+ }
+ {
+ _output.xyz *= _output.w;
+ }
+ return _output;
+}
+vec4 blend_src_in(vec4 src, vec4 dst) {
+ return src * dst.w;
+}
+vec4 blend_dst_in(vec4 src, vec4 dst) {
+ return blend_src_in(dst, src);
+}
+vec4 ComposeOne_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ _output = blend_dst_in(_input, ClampedGradientEffect_Stage1_c0_c0_c0_c0(vec4(1.0)));
+ return _output;
+}
+vec4 blend_src(vec4 src, vec4 dst) {
+ return src;
+}
+void main() {
+ vec4 outputCoverage_Stage0;
+ {
+ vec2 offset = vEllipseOffsets_Stage0;
+ offset *= vEllipseRadii_Stage0.xy;
+ float test = dot(offset, offset) - 1.0;
+ vec2 grad = (2.0 * offset) * vEllipseRadii_Stage0.xy;
+ float grad_dot = dot(grad, grad);
+ grad_dot = max(grad_dot, 1.1754999560161448e-38);
+ float invlen = inversesqrt(grad_dot);
+ float edgeAlpha = clamp(0.5 - test * invlen, 0.0, 1.0);
+ offset = vEllipseOffsets_Stage0 * vEllipseRadii_Stage0.zw;
+ test = dot(offset, offset) - 1.0;
+ grad = (2.0 * offset) * vEllipseRadii_Stage0.zw;
+ grad_dot = dot(grad, grad);
+ invlen = inversesqrt(grad_dot);
+ edgeAlpha *= clamp(0.5 + test * invlen, 0.0, 1.0);
+ outputCoverage_Stage0 = vec4(edgeAlpha);
+ }
+ vec4 output_Stage1;
+ {
+ output_Stage1 = ComposeOne_Stage1_c0_c0(vec4(1.0));
+ }
+ {
+ if (all(lessThanEqual(outputCoverage_Stage0.xyz, vec3(0.0)))) {
+ discard;
+ }
+ vec2 _dstTexCoord = (gl_FragCoord.xy - uDstTextureUpperLeft_Stage2) * uDstTextureCoordScale_Stage2;
+ _dstTexCoord.y = 1.0 - _dstTexCoord.y;
+ vec4 _dstColor = texture(uDstTextureSampler_Stage2, _dstTexCoord);
+ sk_FragColor = blend_src(output_Stage1, _dstColor);
+ sk_FragColor = outputCoverage_Stage0 * sk_FragColor + (vec4(1.0) - outputCoverage_Stage0) * _dstColor;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+in vec2 inPosition;
+in vec4 inColor;
+in vec2 inEllipseOffset;
+in vec4 inEllipseRadii;
+noperspective out vec2 vEllipseOffsets_Stage0;
+noperspective out vec4 vEllipseRadii_Stage0;
+noperspective out vec4 vinColor_Stage0;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+void main() {
+ vEllipseOffsets_Stage0 = inEllipseOffset;
+ vEllipseRadii_Stage0 = inEllipseRadii;
+ 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);
+}
+