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Diffstat (limited to 'shaders/skia/307-3.shader_test')
-rw-r--r-- | shaders/skia/307-3.shader_test | 179 |
1 files changed, 179 insertions, 0 deletions
diff --git a/shaders/skia/307-3.shader_test b/shaders/skia/307-3.shader_test new file mode 100644 index 0000000..2ffb1b5 --- /dev/null +++ b/shaders/skia/307-3.shader_test @@ -0,0 +1,179 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform vec4 uellipse_Stage1_c0_c0_c0_c0; +uniform mat4 um_Stage1_c0_c0_c1_c0; +uniform vec4 uv_Stage1_c0_c0_c1_c0; +uniform vec4 ucolor_Stage1_c1_c0_c0_c0; +uniform vec2 uDstTextureUpperLeft_Stage2; +uniform vec2 uDstTextureCoordScale_Stage2; +uniform sampler2D uTextureSampler_0_Stage1; +uniform sampler2D uDstTextureSampler_Stage2; +noperspective in vec4 vinCircleEdge_Stage0; +noperspective in vec3 vinClipPlane_Stage0; +noperspective in vec3 vinUnionPlane_Stage0; +noperspective in vec4 vinColor_Stage0; +vec4 EllipseEffect_Stage1_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + vec2 d = gl_FragCoord.xy - uellipse_Stage1_c0_c0_c0_c0.xy; + vec2 Z = d * uellipse_Stage1_c0_c0_c0_c0.zw; + float implicit = dot(Z, d) - 1.0; + float grad_dot = 4.0 * dot(Z, Z); + { + grad_dot = max(grad_dot, 1.1754999560161448e-38); + } + float approx_dist = implicit * inversesqrt(grad_dot); + float alpha; + { + alpha = clamp(0.5 + approx_dist, 0.0, 1.0); + } + _output = _input * alpha; + return _output; +} +vec4 ColorMatrixFragmentProcessor_Stage1_c0_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_c0_c0_c1_c0 * inputColor + uv_Stage1_c0_c0_c1_c0; + { + _output = clamp(_output, 0.0, 1.0); + } + { + _output.xyz *= _output.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_hard_light(vec4 src, vec4 dst) { + return blend_overlay(dst, src); +} +vec4 ComposeTwo_Stage1_c0_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_hard_light(EllipseEffect_Stage1_c0_c0_c0_c0(inputColor), ColorMatrixFragmentProcessor_Stage1_c0_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 ConstColorProcessor_Stage1_c1_c0_c0_c0(vec4 _input) { + vec4 _output; + { + _output = ucolor_Stage1_c1_c0_c0_c0; + } + return _output; +} +vec4 ColorTableEffect_Stage1_c1_c0_c1_c0(vec4 _input) { + vec4 _output; + float nonZeroAlpha = max(_input.w, 9.9999997473787516e-05); + vec4 coord = vec4(_input.xyz / nonZeroAlpha, nonZeroAlpha); + coord = coord * 0.9960939884185791 + vec4(0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579); + _output.w = texture(uTextureSampler_0_Stage1, vec2(coord.w, 0.125)).w; + _output.x = texture(uTextureSampler_0_Stage1, vec2(coord.x, 0.375)).w; + _output.y = texture(uTextureSampler_0_Stage1, vec2(coord.y, 0.625)).w; + _output.z = texture(uTextureSampler_0_Stage1, vec2(coord.z, 0.875)).w; + _output.xyz *= _output.w; + return _output; +} +float _guarded_divide(float n, float d) { + return n / d; +} +float _color_burn_component(float sc, float sa, float dc, float da) { + if (da == dc) { + return (sa * da + sc * (1.0 - da)) + dc * (1.0 - sa); + } else if (sc == 0.0) { + return dc * (1.0 - sa); + } + float d = max(0.0, da - _guarded_divide((da - dc) * sa, sc)); + return (d * sa + sc * (1.0 - da)) + dc * (1.0 - sa); +} +vec4 blend_color_burn(vec4 src, vec4 dst) { + return vec4(_color_burn_component(src.x, src.w, dst.x, dst.w), _color_burn_component(src.y, src.w, dst.y, dst.w), _color_burn_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w); +} +vec4 ComposeTwo_Stage1_c1_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_color_burn(ConstColorProcessor_Stage1_c1_c0_c0_c0(inputColor), ColorTableEffect_Stage1_c1_c0_c1_c0(inputColor)); + _output *= _input.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); +} +void main() { + vec4 outputColor_Stage0; + vec4 outputCoverage_Stage0; + { + vec4 circleEdge; + circleEdge = vinCircleEdge_Stage0; + vec3 clipPlane; + clipPlane = vinClipPlane_Stage0; + vec3 unionPlane; + unionPlane = vinUnionPlane_Stage0; + outputColor_Stage0 = vinColor_Stage0; + float d = length(circleEdge.xy); + float distanceToOuterEdge = circleEdge.z * (1.0 - d); + float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0); + float clip = clamp(circleEdge.z * dot(circleEdge.xy, clipPlane.xy) + clipPlane.z, 0.0, 1.0); + clip = clamp(clip + clamp(circleEdge.z * dot(circleEdge.xy, unionPlane.xy) + unionPlane.z, 0.0, 1.0), 0.0, 1.0); + edgeAlpha *= clip; + outputCoverage_Stage0 = vec4(edgeAlpha); + } + vec4 output_Stage1; + { + vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0); + output_Stage1 = blend_dst_in(ComposeTwo_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_in(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 vec4 inCircleEdge; +in vec3 inClipPlane; +in vec3 inUnionPlane; +noperspective out vec4 vinCircleEdge_Stage0; +noperspective out vec3 vinClipPlane_Stage0; +noperspective out vec3 vinUnionPlane_Stage0; +noperspective out vec4 vinColor_Stage0; +void main() { + vinCircleEdge_Stage0 = inCircleEdge; + vinClipPlane_Stage0 = inClipPlane; + vinUnionPlane_Stage0 = inUnionPlane; + vinColor_Stage0 = inColor; + 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); +} + |