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Diffstat (limited to 'shaders/skia/7-349.shader_test')
-rw-r--r-- | shaders/skia/7-349.shader_test | 133 |
1 files changed, 133 insertions, 0 deletions
diff --git a/shaders/skia/7-349.shader_test b/shaders/skia/7-349.shader_test new file mode 100644 index 0000000..9e27e40 --- /dev/null +++ b/shaders/skia/7-349.shader_test @@ -0,0 +1,133 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform float ubias_Stage1_c0_c0_c0_c0; +uniform float uscale_Stage1_c0_c0_c0_c0; +uniform vec4 uscale0_1_Stage1_c0_c0_c1_c0; +uniform vec4 uscale2_3_Stage1_c0_c0_c1_c0; +uniform vec4 uscale4_5_Stage1_c0_c0_c1_c0; +uniform vec4 ubias0_1_Stage1_c0_c0_c1_c0; +uniform vec4 ubias2_3_Stage1_c0_c0_c1_c0; +uniform vec4 ubias4_5_Stage1_c0_c0_c1_c0; +uniform vec4 uthresholds1_7_Stage1_c0_c0_c1_c0; +uniform vec4 uthresholds9_13_Stage1_c0_c0_c1_c0; +uniform mat4 um_Stage2_c2_c0; +uniform vec4 uv_Stage2_c2_c0; +noperspective in vec2 vTransformedCoords_0_Stage0; +flat in vec4 vcolor_Stage0; +vec4 SweepGradientLayout_Stage1_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + float angle; + { + angle = atan(-vTransformedCoords_0_Stage0.y, -vTransformedCoords_0_Stage0.x); + } + float t = ((angle * 0.15915493667125702 + 0.5) + ubias_Stage1_c0_c0_c0_c0) * uscale_Stage1_c0_c0_c0_c0; + _output = vec4(t, 1.0, 0.0, 0.0); + return _output; +} +vec4 UnrolledBinaryGradientColorizer_Stage1_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + float t = _input.x; + vec4 scale, bias; + { + if (t < uthresholds1_7_Stage1_c0_c0_c1_c0.y) { + if (t < uthresholds1_7_Stage1_c0_c0_c1_c0.x) { + scale = uscale0_1_Stage1_c0_c0_c1_c0; + bias = ubias0_1_Stage1_c0_c0_c1_c0; + } else { + scale = uscale2_3_Stage1_c0_c0_c1_c0; + bias = ubias2_3_Stage1_c0_c0_c1_c0; + } + } else { + { + scale = uscale4_5_Stage1_c0_c0_c1_c0; + bias = ubias4_5_Stage1_c0_c0_c1_c0; + } + } + } + _output = t * scale + bias; + return _output; +} +vec4 TiledGradientEffect_Stage1_c0_c0(vec4 _input) { + vec4 _output; + vec4 t = SweepGradientLayout_Stage1_c0_c0_c0_c0(vec4(1.0)); + { + { + t.x = fract(t.x); + } + _output = UnrolledBinaryGradientColorizer_Stage1_c0_c0_c1_c0(t); + } + { + _output.xyz *= _output.w; + } + return _output; +} +vec4 RGBToHSLFilterEffect_Stage2_c1_c0(vec4 _input) { + vec4 _output; + vec4 c = _input; + vec4 p = c.y < c.z ? vec4(c.zy, -1.0, 0.66666668653488159) : vec4(c.yz, 0.0, -0.3333333432674408); + vec4 q = c.x < p.x ? vec4(p.x, c.x, p.yw) : vec4(c.x, p.x, p.yz); + float pmV = q.x; + float pmC = pmV - min(q.y, q.z); + float pmL = pmV - pmC * 0.5; + float H = abs(q.w + (q.y - q.z) / (pmC * 6.0 + 9.9999997473787516e-05)); + float S = pmC / ((c.w + 9.9999997473787516e-05) - abs(pmL * 2.0 - c.w)); + float L = pmL / (c.w + 9.9999997473787516e-05); + _output = vec4(H, S, L, c.w); + return _output; +} +vec4 ColorMatrixFragmentProcessor_Stage2_c2_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = _input; + _output = um_Stage2_c2_c0 * inputColor + uv_Stage2_c2_c0; + { + _output.w = clamp(_output.w, 0.0, 1.0); + } + return _output; +} +vec4 HSLToRGBFilterEffect_Stage2_c3_c0(vec4 _input) { + vec4 _output; + vec3 hsl = _input.xyz; + float C = (1.0 - abs(2.0 * hsl.z - 1.0)) * hsl.y; + vec3 p = hsl.xxx + vec3(0.0, 0.66666668653488159, 0.3333333432674408); + vec3 q = clamp(abs(fract(p) * 6.0 - 3.0) - 1.0, 0.0, 1.0); + vec3 rgb = (q - 0.5) * C + hsl.z; + _output = clamp(vec4(rgb, _input.w), 0.0, 1.0); + _output.xyz *= _output.w; + return _output; +} +void main() { + vec4 output_Stage1; + { + output_Stage1 = TiledGradientEffect_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0)); + } + vec4 output_Stage2; + { + output_Stage2 = HSLToRGBFilterEffect_Stage2_c3_c0(ColorMatrixFragmentProcessor_Stage2_c2_c0(RGBToHSLFilterEffect_Stage2_c1_c0(output_Stage1))); + } + { + sk_FragColor = output_Stage2; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uCoordTransformMatrix_0_Stage0; +in vec2 position; +in vec4 color; +in vec2 localCoord; +noperspective out vec2 vTransformedCoords_0_Stage0; +flat out vec4 vcolor_Stage0; +void main() { + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy; + vcolor_Stage0 = color; + gl_Position = vec4(position.x, position.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); +} + |