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-rw-r--r--shaders/skia/604.shader_test179
1 files changed, 179 insertions, 0 deletions
diff --git a/shaders/skia/604.shader_test b/shaders/skia/604.shader_test
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+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+uniform vec4 uniformColor_Stage1_c0_c0;
+uniform vec4 uscale0_1_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
+uniform vec4 uscale2_3_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
+uniform vec4 uscale4_5_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
+uniform vec4 uscale6_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
+uniform vec4 uscale8_9_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
+uniform vec4 uscale10_11_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
+uniform vec4 ubias0_1_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
+uniform vec4 ubias2_3_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
+uniform vec4 ubias4_5_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
+uniform vec4 ubias6_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
+uniform vec4 ubias8_9_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
+uniform vec4 ubias10_11_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
+uniform vec4 uthresholds1_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
+uniform vec4 uthresholds9_13_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
+noperspective in vec4 vcolor_Stage0;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+vec4 LinearGradientLayout_Stage1_c0_c0_c0_c0_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ float t = vTransformedCoords_0_Stage0.x + 9.9999997473787516e-06;
+ _output = vec4(t, 1.0, 0.0, 0.0);
+ return _output;
+}
+vec4 UnrolledBinaryGradientColorizer_Stage1_c0_c0_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_c0_c0_c1_c0.w) {
+ if (t < uthresholds1_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0.y) {
+ if (t < uthresholds1_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0.x) {
+ scale = uscale0_1_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
+ bias = ubias0_1_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
+ } else {
+ scale = uscale2_3_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
+ bias = ubias2_3_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
+ }
+ } else {
+ if (t < uthresholds1_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0.z) {
+ scale = uscale4_5_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
+ bias = ubias4_5_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
+ } else {
+ scale = uscale6_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
+ bias = ubias6_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
+ }
+ }
+ } else {
+ {
+ if (t < uthresholds9_13_Stage1_c0_c0_c0_c0_c0_c0_c1_c0.x) {
+ scale = uscale8_9_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
+ bias = ubias8_9_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
+ } else {
+ scale = uscale10_11_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
+ bias = ubias10_11_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
+ }
+ }
+ }
+ _output = t * scale + bias;
+ return _output;
+}
+vec4 TiledGradientEffect_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 t = LinearGradientLayout_Stage1_c0_c0_c0_c0_c0_c0_c0_c0(vec4(1.0));
+ {
+ {
+ float t_1 = t.x - 1.0;
+ float tiled_t = (t_1 - 2.0 * floor(t_1 * 0.5)) - 1.0;
+ t.x = abs(tiled_t);
+ }
+ _output = UnrolledBinaryGradientColorizer_Stage1_c0_c0_c0_c0_c0_c0_c1_c0(t);
+ }
+ return _output;
+}
+vec4 OverrideInputFragmentProcessor_Stage1_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ _output = TiledGradientEffect_Stage1_c0_c0_c0_c0_c0_c0(vec4(1.0, 1.0, 1.0, 1.0));
+ return _output;
+}
+vec4 OverrideInputFragmentProcessor_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 constColor;
+ {
+ constColor = uniformColor_Stage1_c0_c0;
+ }
+ _output = OverrideInputFragmentProcessor_Stage1_c0_c0_c0_c0(constColor);
+ return _output;
+}
+float _blend_color_saturation(vec3 color) {
+ return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z);
+}
+vec3 _blend_set_color_saturation_helper(vec3 minMidMax, float sat) {
+ if (minMidMax.x < minMidMax.z) {
+ return vec3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat);
+ }
+ return vec3(0.0);
+}
+vec3 _blend_set_color_saturation(vec3 hueLumColor, vec3 satColor) {
+ float sat = _blend_color_saturation(satColor);
+ if (hueLumColor.x <= hueLumColor.y) {
+ if (hueLumColor.y <= hueLumColor.z) {
+ hueLumColor.xyz = _blend_set_color_saturation_helper(hueLumColor, sat);
+ } else if (hueLumColor.x <= hueLumColor.z) {
+ hueLumColor.xzy = _blend_set_color_saturation_helper(hueLumColor.xzy, sat);
+ } else {
+ hueLumColor.zxy = _blend_set_color_saturation_helper(hueLumColor.zxy, sat);
+ }
+ } else if (hueLumColor.x <= hueLumColor.z) {
+ hueLumColor.yxz = _blend_set_color_saturation_helper(hueLumColor.yxz, sat);
+ } else if (hueLumColor.y <= hueLumColor.z) {
+ hueLumColor.yzx = _blend_set_color_saturation_helper(hueLumColor.yzx, sat);
+ } else {
+ hueLumColor.zyx = _blend_set_color_saturation_helper(hueLumColor.zyx, sat);
+ }
+ return hueLumColor;
+}
+float _blend_color_luminance(vec3 color) {
+ return dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), color);
+}
+vec3 _blend_set_color_luminance(vec3 hueSatColor, float alpha, vec3 lumColor) {
+ float lum = _blend_color_luminance(lumColor);
+ vec3 result = (lum - _blend_color_luminance(hueSatColor)) + hueSatColor;
+ float minComp = min(min(result.x, result.y), result.z);
+ float maxComp = max(max(result.x, result.y), result.z);
+ if (minComp < 0.0 && lum != minComp) {
+ result = lum + ((result - lum) * lum) / (lum - minComp);
+ }
+ if (maxComp > alpha && maxComp != lum) {
+ return lum + ((result - lum) * (alpha - lum)) / (maxComp - lum);
+ }
+ return result;
+}
+vec4 blend_hue(vec4 src, vec4 dst) {
+ float alpha = dst.w * src.w;
+ vec3 sda = src.xyz * dst.w;
+ vec3 dsa = dst.xyz * src.w;
+ return vec4((((_blend_set_color_luminance(_blend_set_color_saturation(sda, dsa), alpha, dsa) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha);
+}
+void main() {
+ vec4 outputColor_Stage0;
+ {
+ outputColor_Stage0 = vcolor_Stage0;
+ }
+ vec4 output_Stage1;
+ {
+ output_Stage1 = blend_hue(OverrideInputFragmentProcessor_Stage1_c0_c0(vec4(1.0)), outputColor_Stage0);
+ }
+ {
+ sk_FragColor = output_Stage1;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uViewM_Stage0;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+in vec2 position;
+in vec4 inColor;
+in vec2 inLocalCoord;
+noperspective out vec4 vcolor_Stage0;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+void main() {
+ vec4 color = inColor;
+ color = color.zyxw;
+ color = vec4(color.xyz * color.w, color.w);
+ vcolor_Stage0 = color;
+ vec2 pos2 = (uViewM_Stage0 * vec3(position, 1.0)).xy;
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inLocalCoord, 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);
+}
+