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-rw-r--r--shaders/skia/835.shader_test227
1 files changed, 227 insertions, 0 deletions
diff --git a/shaders/skia/835.shader_test b/shaders/skia/835.shader_test
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+++ b/shaders/skia/835.shader_test
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+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+#extension GL_ARB_fragment_coord_conventions : require
+layout(origin_upper_left) in vec4 gl_FragCoord;
+out vec4 sk_FragColor;
+uniform vec2 uImageIncrement_Stage1;
+uniform vec4 uKernel_Stage1[2];
+uniform vec2 uKernelOffset_Stage1;
+uniform float uGain_Stage1;
+uniform float uBias_Stage1;
+uniform vec4 uTexDom_Stage1;
+uniform vec3 uDecalParams_Stage1;
+uniform vec4 uellipse_Stage2;
+uniform mat4 um_Stage3;
+uniform vec4 uv_Stage3;
+uniform sampler2D uTextureSampler_0_Stage1;
+noperspective in vec4 vinCircleEdge_Stage0;
+noperspective in vec4 vinColor_Stage0;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+void main() {
+ vec4 outputColor_Stage0;
+ vec4 outputCoverage_Stage0;
+ {
+ vec4 circleEdge;
+ circleEdge = vinCircleEdge_Stage0;
+ outputColor_Stage0 = vinColor_Stage0;
+ float d = length(circleEdge.xy);
+ float distanceToOuterEdge = circleEdge.z * (1.0 - d);
+ float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0);
+ float distanceToInnerEdge = circleEdge.z * (d - circleEdge.w);
+ float innerAlpha = clamp(distanceToInnerEdge, 0.0, 1.0);
+ edgeAlpha *= innerAlpha;
+ outputCoverage_Stage0 = vec4(edgeAlpha);
+ }
+ vec4 output_Stage1;
+ {
+ vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
+ vec2 coord = vTransformedCoords_0_Stage0 - uKernelOffset_Stage1 * uImageIncrement_Stage1;
+ vec4 c;
+ {
+ float k = uKernel_Stage1[0].x;
+ {
+ vec2 origCoord = coord;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y);
+ if (err > uDecalParams_Stage1.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1.z < 1.0) {
+ err = 0.0;
+ }
+ c = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
+ }
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage1[0].y;
+ {
+ vec2 origCoord = coord + vec2(1.0, 0.0) * uImageIncrement_Stage1;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y);
+ if (err > uDecalParams_Stage1.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1.z < 1.0) {
+ err = 0.0;
+ }
+ c = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
+ }
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage1[0].z;
+ {
+ vec2 origCoord = coord + vec2(2.0, 0.0) * uImageIncrement_Stage1;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y);
+ if (err > uDecalParams_Stage1.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1.z < 1.0) {
+ err = 0.0;
+ }
+ c = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
+ }
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage1[0].w;
+ {
+ vec2 origCoord = coord + vec2(3.0, 0.0) * uImageIncrement_Stage1;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y);
+ if (err > uDecalParams_Stage1.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1.z < 1.0) {
+ err = 0.0;
+ }
+ c = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
+ }
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage1[1].x;
+ {
+ vec2 origCoord = coord + vec2(4.0, 0.0) * uImageIncrement_Stage1;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y);
+ if (err > uDecalParams_Stage1.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1.z < 1.0) {
+ err = 0.0;
+ }
+ c = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
+ }
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage1[1].y;
+ {
+ vec2 origCoord = coord + vec2(5.0, 0.0) * uImageIncrement_Stage1;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y);
+ if (err > uDecalParams_Stage1.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1.z < 1.0) {
+ err = 0.0;
+ }
+ c = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
+ }
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage1[1].z;
+ {
+ vec2 origCoord = coord + vec2(6.0, 0.0) * uImageIncrement_Stage1;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y);
+ if (err > uDecalParams_Stage1.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1.z < 1.0) {
+ err = 0.0;
+ }
+ c = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
+ }
+ sum += c * k;
+ }
+ output_Stage1 = sum * uGain_Stage1 + uBias_Stage1;
+ output_Stage1.w = clamp(output_Stage1.w, 0.0, 1.0);
+ output_Stage1.xyz = clamp(output_Stage1.xyz, 0.0, output_Stage1.w);
+ output_Stage1 *= outputColor_Stage0;
+ }
+ vec4 output_Stage2;
+ {
+ vec2 d = gl_FragCoord.xy - uellipse_Stage2.xy;
+ vec2 Z = d * uellipse_Stage2.zw;
+ float implicit = dot(Z, d) - 1.0;
+ float grad_dot = 4.0 * dot(Z, Z);
+ {
+ grad_dot = max(grad_dot, 1.1754999560161448e-38);
+ }
+ float approx_dist = implicit * inversesqrt(grad_dot);
+ float alpha;
+ {
+ alpha = approx_dist > 0.0 ? 0.0 : 1.0;
+ }
+ output_Stage2 = output_Stage1 * alpha;
+ }
+ vec4 output_Stage3;
+ {
+ vec4 inputColor = output_Stage2;
+ {
+ float nonZeroAlpha = max(inputColor.w, 9.9999997473787516e-05);
+ inputColor = vec4(inputColor.xyz / nonZeroAlpha, inputColor.w);
+ }
+ output_Stage3 = um_Stage3 * inputColor + uv_Stage3;
+ {
+ output_Stage3 = clamp(output_Stage3, 0.0, 1.0);
+ }
+ {
+ output_Stage3.xyz *= output_Stage3.w;
+ }
+ }
+ vec4 output_Stage4;
+ {
+ output_Stage4 = outputCoverage_Stage0;
+ }
+ {
+ sk_FragColor = output_Stage3 * output_Stage4;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+in vec2 inPosition;
+in vec4 inColor;
+in vec4 inCircleEdge;
+noperspective out vec4 vinCircleEdge_Stage0;
+noperspective out vec4 vinColor_Stage0;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+void main() {
+ vinCircleEdge_Stage0 = inCircleEdge;
+ vinColor_Stage0 = inColor;
+ vec2 pos2 = inPosition;
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_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);
+}
+