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-rw-r--r--shaders/skia/655.shader_test80
1 files changed, 80 insertions, 0 deletions
diff --git a/shaders/skia/655.shader_test b/shaders/skia/655.shader_test
new file mode 100644
index 0000000..3f7afcb
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+++ b/shaders/skia/655.shader_test
@@ -0,0 +1,80 @@
+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+uniform vec4 uniformColor_Stage1_c0_c0;
+uniform vec4 ucolor_Stage1_c0_c0_c0_c0;
+noperspective in vec4 vcolor_Stage0;
+vec4 ConstColorProcessor_Stage1_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ {
+ _output = _input.w * ucolor_Stage1_c0_c0_c0_c0;
+ }
+ return _output;
+}
+vec4 OverrideInputFragmentProcessor_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 constColor;
+ {
+ constColor = uniformColor_Stage1_c0_c0;
+ }
+ _output = ConstColorProcessor_Stage1_c0_c0_c0_c0(constColor);
+ return _output;
+}
+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_color(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(sda, 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_color(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;
+in vec2 position;
+in vec4 inColor;
+noperspective out vec4 vcolor_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;
+ 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);
+}
+