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-rw-r--r--shaders/skia/526-2.shader_test173
1 files changed, 173 insertions, 0 deletions
diff --git a/shaders/skia/526-2.shader_test b/shaders/skia/526-2.shader_test
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+++ b/shaders/skia/526-2.shader_test
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+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+#extension GL_KHR_blend_equation_advanced : require
+out vec4 sk_FragColor;
+layout (blend_support_all_equations) out ;
+uniform vec4 uColor_Stage0;
+uniform vec4 uCoordTransformMatrix_1_Stage0;
+uniform vec4 uCoordTransformMatrix_3_Stage0;
+uniform vec4 urectUniform_Stage1;
+uniform float ucornerRadius_Stage2;
+uniform vec4 uproxyRect_Stage2;
+uniform float ublurRadius_Stage2;
+uniform vec4 usubset_Stage3_c0_c0;
+uniform vec4 uclamp_Stage3_c0_c0;
+uniform float uPixelSize_Stage4_c1_c0;
+uniform vec2 uRange_Stage4_c1_c0;
+uniform sampler2D uTextureSampler_0_Stage2;
+uniform sampler2D uTextureSampler_0_Stage3;
+uniform sampler2D uTextureSampler_0_Stage4;
+uniform sampler2D uTextureSampler_0_Stage5;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+noperspective in vec3 vTransformedCoords_2_Stage0;
+noperspective in vec2 vTransformedCoords_4_Stage0;
+vec4 TextureEffect_Stage3_c0_c0(vec4 _input, vec2 _coords) {
+ _coords = _coords * uCoordTransformMatrix_1_Stage0.xz + uCoordTransformMatrix_1_Stage0.yw;
+ vec4 _output;
+ vec2 inCoord = _coords;
+ vec2 subsetCoord;
+ subsetCoord.x = mod(inCoord.x - usubset_Stage3_c0_c0.x, usubset_Stage3_c0_c0.z - usubset_Stage3_c0_c0.x) + usubset_Stage3_c0_c0.x;
+ subsetCoord.y = mod(inCoord.y - usubset_Stage3_c0_c0.y, usubset_Stage3_c0_c0.w - usubset_Stage3_c0_c0.y) + usubset_Stage3_c0_c0.y;
+ vec2 clampedCoord;
+ clampedCoord.x = clamp(subsetCoord.x, uclamp_Stage3_c0_c0.x, uclamp_Stage3_c0_c0.z);
+ clampedCoord.y = clamp(subsetCoord.y, uclamp_Stage3_c0_c0.y, uclamp_Stage3_c0_c0.w);
+ vec4 textureColor = texture(uTextureSampler_0_Stage3, clampedCoord);
+ _output = _input * textureColor;
+ return _output;
+}
+vec4 Morphology_Stage4_c1_c0(vec4 _input, vec2 _coords) {
+ _coords = _coords * uCoordTransformMatrix_3_Stage0.xz + uCoordTransformMatrix_3_Stage0.yw;
+ vec4 _output;
+ _output = vec4(0.0, 0.0, 0.0, 0.0);
+ vec2 coord = _coords;
+ coord.y -= 8.0 * uPixelSize_Stage4_c1_c0;
+ for (int i = 0;i < 17; i++) {
+ _output = max(_output, texture(uTextureSampler_0_Stage4, coord));
+ coord.y += uPixelSize_Stage4_c1_c0;
+ }
+ _output *= _input;
+ return _output;
+}
+void main() {
+ vec4 outputColor_Stage0;
+ {
+ outputColor_Stage0 = uColor_Stage0;
+ }
+ vec4 output_Stage1;
+ {
+ float alpha;
+ {
+ float xSub, ySub;
+ xSub = min(gl_FragCoord.x - urectUniform_Stage1.x, 0.0);
+ xSub += min(urectUniform_Stage1.z - gl_FragCoord.x, 0.0);
+ ySub = min(gl_FragCoord.y - urectUniform_Stage1.y, 0.0);
+ ySub += min(urectUniform_Stage1.w - gl_FragCoord.y, 0.0);
+ alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));
+ }
+ {
+ alpha = 1.0 - alpha;
+ }
+ output_Stage1 = outputColor_Stage0 * alpha;
+ }
+ vec4 output_Stage2;
+ {
+ vec2 translatedFragPos = gl_FragCoord.xy - uproxyRect_Stage2.xy;
+ float threshold = ucornerRadius_Stage2 + 2.0 * ublurRadius_Stage2;
+ vec2 middle = (uproxyRect_Stage2.zw - uproxyRect_Stage2.xy) - 2.0 * threshold;
+ if (translatedFragPos.x >= threshold && translatedFragPos.x < middle.x + threshold) {
+ translatedFragPos.x = threshold;
+ } else if (translatedFragPos.x >= middle.x + threshold) {
+ translatedFragPos.x -= middle.x - 1.0;
+ }
+ if (translatedFragPos.y > threshold && translatedFragPos.y < middle.y + threshold) {
+ translatedFragPos.y = threshold;
+ } else if (translatedFragPos.y >= middle.y + threshold) {
+ translatedFragPos.y -= middle.y - 1.0;
+ }
+ vec2 proxyDims = vec2(2.0 * threshold + 1.0);
+ vec2 texCoord = translatedFragPos / proxyDims;
+ output_Stage2 = output_Stage1 * texture(uTextureSampler_0_Stage2, texCoord);
+ }
+ vec4 output_Stage3;
+ {
+ float coord = vTransformedCoords_0_Stage0.x - 0.5;
+ float f = fract(coord);
+ coord += 0.5 - f;
+ float f2 = f * f;
+ vec4 w = mat4(0.055555555555555552, 0.88888888888888884, 0.055555555555555552, 0.0, -0.5, 0.0, 0.5, 0.0, 0.83333333333333337, -2.0, 1.5, -0.33333333333333331, -0.3888888888888889, 1.1666666666666667, -1.1666666666666667, 0.3888888888888889) * vec4(1.0, f, f2, f2 * f);
+ vec4 c[4];
+ c[0] = TextureEffect_Stage3_c0_c0(vec4(1.0), vec2(coord + -1.0, vTransformedCoords_0_Stage0.y));
+ c[1] = TextureEffect_Stage3_c0_c0(vec4(1.0), vec2(coord, vTransformedCoords_0_Stage0.y));
+ c[2] = TextureEffect_Stage3_c0_c0(vec4(1.0), vec2(coord + 1.0, vTransformedCoords_0_Stage0.y));
+ c[3] = TextureEffect_Stage3_c0_c0(vec4(1.0), vec2(coord + 2.0, vTransformedCoords_0_Stage0.y));
+ vec4 bicubicColor = ((c[0] * w.x + c[1] * w.y) + c[2] * w.z) + c[3] * w.w;
+ bicubicColor.xyz = max(vec3(0.0), min(bicubicColor.xyz, bicubicColor.www));
+ output_Stage3 = bicubicColor * output_Stage2;
+ }
+ vec4 output_Stage4;
+ {
+ vec2 vTransformedCoords_2_Stage0_ensure2D = vTransformedCoords_2_Stage0.xy / vTransformedCoords_2_Stage0.z;
+ vec2 coord = vTransformedCoords_2_Stage0_ensure2D - vec2(0.5);
+ vec2 f = fract(coord);
+ coord += 0.5 - f;
+ vec4 wx = mat4(0.055555555555555552, 0.88888888888888884, 0.055555555555555552, 0.0, -0.5, 0.0, 0.5, 0.0, 0.83333333333333337, -2.0, 1.5, -0.33333333333333331, -0.3888888888888889, 1.1666666666666667, -1.1666666666666667, 0.3888888888888889) * vec4(1.0, f.x, f.x * f.x, (f.x * f.x) * f.x);
+ vec4 wy = mat4(0.055555555555555552, 0.88888888888888884, 0.055555555555555552, 0.0, -0.5, 0.0, 0.5, 0.0, 0.83333333333333337, -2.0, 1.5, -0.33333333333333331, -0.3888888888888889, 1.1666666666666667, -1.1666666666666667, 0.3888888888888889) * vec4(1.0, f.y, f.y * f.y, (f.y * f.y) * f.y);
+ vec4 rowColors[4];
+ rowColors[0] = Morphology_Stage4_c1_c0(vec4(1.0), coord + vec2(-1.0, -1.0));
+ rowColors[1] = Morphology_Stage4_c1_c0(vec4(1.0), coord + vec2(0.0, -1.0));
+ rowColors[2] = Morphology_Stage4_c1_c0(vec4(1.0), coord + vec2(1.0, -1.0));
+ rowColors[3] = Morphology_Stage4_c1_c0(vec4(1.0), coord + vec2(2.0, -1.0));
+ vec4 s0 = ((wx.x * rowColors[0] + wx.y * rowColors[1]) + wx.z * rowColors[2]) + wx.w * rowColors[3];
+ rowColors[0] = Morphology_Stage4_c1_c0(vec4(1.0), coord + vec2(-1.0, 0.0));
+ rowColors[1] = Morphology_Stage4_c1_c0(vec4(1.0), coord);
+ rowColors[2] = Morphology_Stage4_c1_c0(vec4(1.0), coord + vec2(1.0, 0.0));
+ rowColors[3] = Morphology_Stage4_c1_c0(vec4(1.0), coord + vec2(2.0, 0.0));
+ vec4 s1 = ((wx.x * rowColors[0] + wx.y * rowColors[1]) + wx.z * rowColors[2]) + wx.w * rowColors[3];
+ rowColors[0] = Morphology_Stage4_c1_c0(vec4(1.0), coord + vec2(-1.0, 1.0));
+ rowColors[1] = Morphology_Stage4_c1_c0(vec4(1.0), coord + vec2(0.0, 1.0));
+ rowColors[2] = Morphology_Stage4_c1_c0(vec4(1.0), coord + vec2(1.0, 1.0));
+ rowColors[3] = Morphology_Stage4_c1_c0(vec4(1.0), coord + vec2(2.0, 1.0));
+ vec4 s2 = ((wx.x * rowColors[0] + wx.y * rowColors[1]) + wx.z * rowColors[2]) + wx.w * rowColors[3];
+ rowColors[0] = Morphology_Stage4_c1_c0(vec4(1.0), coord + vec2(-1.0, 2.0));
+ rowColors[1] = Morphology_Stage4_c1_c0(vec4(1.0), coord + vec2(0.0, 2.0));
+ rowColors[2] = Morphology_Stage4_c1_c0(vec4(1.0), coord + vec2(1.0, 2.0));
+ rowColors[3] = Morphology_Stage4_c1_c0(vec4(1.0), coord + vec2(2.0, 2.0));
+ vec4 s3 = ((wx.x * rowColors[0] + wx.y * rowColors[1]) + wx.z * rowColors[2]) + wx.w * rowColors[3];
+ vec4 bicubicColor = ((wy.x * s0 + wy.y * s1) + wy.z * s2) + wy.w * s3;
+ bicubicColor = clamp(bicubicColor, 0.0, 1.0);
+ output_Stage4 = bicubicColor;
+ }
+ vec4 output_Stage5;
+ {
+ output_Stage5 = texture(uTextureSampler_0_Stage5, vTransformedCoords_4_Stage0) * output_Stage4;
+ }
+ {
+ sk_FragColor = output_Stage5 * output_Stage3;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uViewM_Stage0;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+uniform mat3 uCoordTransformMatrix_2_Stage0;
+uniform mat3 uCoordTransformMatrix_4_Stage0;
+in vec2 inPosition;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+noperspective out vec3 vTransformedCoords_2_Stage0;
+noperspective out vec2 vTransformedCoords_4_Stage0;
+void main() {
+ vec2 pos2 = (uViewM_Stage0 * vec3(inPosition, 1.0)).xy;
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy;
+ vTransformedCoords_2_Stage0 = uCoordTransformMatrix_2_Stage0 * vec3(inPosition, 1.0);
+ vTransformedCoords_4_Stage0 = (uCoordTransformMatrix_4_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);
+}
+