diff options
Diffstat (limited to 'shaders/skia/706.shader_test')
-rw-r--r-- | shaders/skia/706.shader_test | 150 |
1 files changed, 150 insertions, 0 deletions
diff --git a/shaders/skia/706.shader_test b/shaders/skia/706.shader_test new file mode 100644 index 0000000..2911fdd --- /dev/null +++ b/shaders/skia/706.shader_test @@ -0,0 +1,150 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform vec4 ucircleData_Stage1; +uniform vec4 ustart_Stage2_c0_c0_c1_c0; +uniform vec4 uend_Stage2_c0_c0_c1_c0; +uniform vec4 uleftBorderColor_Stage3_c1_c0; +uniform vec4 urightBorderColor_Stage3_c1_c0; +uniform vec4 uscale0_1_Stage3_c1_c0_c1_c0; +uniform vec4 uscale2_3_Stage3_c1_c0_c1_c0; +uniform vec4 uscale4_5_Stage3_c1_c0_c1_c0; +uniform vec4 uscale6_7_Stage3_c1_c0_c1_c0; +uniform vec4 ubias0_1_Stage3_c1_c0_c1_c0; +uniform vec4 ubias2_3_Stage3_c1_c0_c1_c0; +uniform vec4 ubias4_5_Stage3_c1_c0_c1_c0; +uniform vec4 ubias6_7_Stage3_c1_c0_c1_c0; +uniform vec4 uthresholds1_7_Stage3_c1_c0_c1_c0; +uniform vec4 uthresholds9_13_Stage3_c1_c0_c1_c0; +uniform sampler2D uTextureSampler_0_Stage1; +noperspective in vec4 vcolor_Stage0; +noperspective in vec2 vTransformedCoords_0_Stage0; +noperspective in vec2 vTransformedCoords_1_Stage0; +vec4 LinearGradientLayout_Stage2_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 SingleIntervalGradientColorizer_Stage2_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + float t = _input.x; + _output = (1.0 - t) * ustart_Stage2_c0_c0_c1_c0 + t * uend_Stage2_c0_c0_c1_c0; + return _output; +} +vec4 TiledGradientEffect_Stage2_c0_c0(vec4 _input) { + vec4 _output; + vec4 t = LinearGradientLayout_Stage2_c0_c0_c0_c0(vec4(1.0)); + { + { + t.x = fract(t.x); + } + _output = SingleIntervalGradientColorizer_Stage2_c0_c0_c1_c0(t); + } + { + _output.xyz *= _output.w; + } + return _output; +} +vec4 LinearGradientLayout_Stage3_c1_c0_c0_c0(vec4 _input) { + vec4 _output; + float t = vTransformedCoords_1_Stage0.x + 9.9999997473787516e-06; + _output = vec4(t, 1.0, 0.0, 0.0); + return _output; +} +vec4 UnrolledBinaryGradientColorizer_Stage3_c1_c0_c1_c0(vec4 _input) { + vec4 _output; + float t = _input.x; + vec4 scale, bias; + { + if (t < uthresholds1_7_Stage3_c1_c0_c1_c0.y) { + if (t < uthresholds1_7_Stage3_c1_c0_c1_c0.x) { + scale = uscale0_1_Stage3_c1_c0_c1_c0; + bias = ubias0_1_Stage3_c1_c0_c1_c0; + } else { + scale = uscale2_3_Stage3_c1_c0_c1_c0; + bias = ubias2_3_Stage3_c1_c0_c1_c0; + } + } else { + if (t < uthresholds1_7_Stage3_c1_c0_c1_c0.z) { + scale = uscale4_5_Stage3_c1_c0_c1_c0; + bias = ubias4_5_Stage3_c1_c0_c1_c0; + } else { + scale = uscale6_7_Stage3_c1_c0_c1_c0; + bias = ubias6_7_Stage3_c1_c0_c1_c0; + } + } + } + _output = t * scale + bias; + return _output; +} +vec4 ClampedGradientEffect_Stage3_c1_c0(vec4 _input) { + vec4 _output; + vec4 t = LinearGradientLayout_Stage3_c1_c0_c0_c0(vec4(1.0)); + if (t.x < 0.0) { + _output = uleftBorderColor_Stage3_c1_c0; + } else if (t.x > 1.0) { + _output = urightBorderColor_Stage3_c1_c0; + } else { + _output = UnrolledBinaryGradientColorizer_Stage3_c1_c0_c1_c0(t); + } + { + _output.xyz *= _output.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; + { + outputColor_Stage0 = vcolor_Stage0; + } + vec4 output_Stage1; + { + vec2 vec = vec2((gl_FragCoord.x - ucircleData_Stage1.x) * ucircleData_Stage1.w, (gl_FragCoord.y - ucircleData_Stage1.y) * ucircleData_Stage1.w); + float dist = length(vec) + (0.5 - ucircleData_Stage1.z) * ucircleData_Stage1.w; + output_Stage1 = outputColor_Stage0 * texture(uTextureSampler_0_Stage1, vec2(dist, 0.5)).w; + } + vec4 output_Stage2; + { + output_Stage2 = blend_dst_in(vec4(1.0), TiledGradientEffect_Stage2_c0_c0(vec4(1.0))); + } + vec4 output_Stage3; + { + output_Stage3 = blend_dst_in(output_Stage2, ClampedGradientEffect_Stage3_c1_c0(vec4(1.0))); + } + { + sk_FragColor = output_Stage1 * output_Stage3; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uCoordTransformMatrix_0_Stage0; +uniform mat3 uCoordTransformMatrix_1_Stage0; +in vec2 inPosition; +in vec4 inColor; +noperspective out vec4 vcolor_Stage0; +noperspective out vec2 vTransformedCoords_0_Stage0; +noperspective out vec2 vTransformedCoords_1_Stage0; +void main() { + vec4 color = inColor; + vcolor_Stage0 = color; + vec2 pos2 = inPosition; + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy; + vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_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); +} + |