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-rw-r--r--shaders/skia/847.shader_test217
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diff --git a/shaders/skia/847.shader_test b/shaders/skia/847.shader_test
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+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+#extension GL_KHR_blend_equation_advanced : require
+#extension GL_ARB_fragment_coord_conventions : require
+layout(origin_upper_left) in vec4 gl_FragCoord;
+out vec4 sk_FragColor;
+layout (blend_support_all_equations) out ;
+uniform vec4 uinnerRect_Stage1_c0_c0;
+uniform vec4 uinvRadiiLTRB_Stage1_c0_c0;
+uniform vec4 uinnerRect_Stage1_c1_c0;
+uniform vec2 uradiusPlusHalf_Stage1_c1_c0;
+uniform vec4 ucircle_Stage2;
+uniform vec4 uscale0_1_Stage3_c2_c0_c1_c0;
+uniform vec4 uscale2_3_Stage3_c2_c0_c1_c0;
+uniform vec4 uscale4_5_Stage3_c2_c0_c1_c0;
+uniform vec4 uscale6_7_Stage3_c2_c0_c1_c0;
+uniform vec4 uscale8_9_Stage3_c2_c0_c1_c0;
+uniform vec4 ubias0_1_Stage3_c2_c0_c1_c0;
+uniform vec4 ubias2_3_Stage3_c2_c0_c1_c0;
+uniform vec4 ubias4_5_Stage3_c2_c0_c1_c0;
+uniform vec4 ubias6_7_Stage3_c2_c0_c1_c0;
+uniform vec4 ubias8_9_Stage3_c2_c0_c1_c0;
+uniform vec4 uthresholds1_7_Stage3_c2_c0_c1_c0;
+uniform vec4 uthresholds9_13_Stage3_c2_c0_c1_c0;
+noperspective in vec4 vcolor_Stage0;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+vec4 EllipticalRRect_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec2 dxy0 = uinnerRect_Stage1_c0_c0.xy - gl_FragCoord.xy;
+ vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage1_c0_c0.zw;
+ vec2 dxy = max(max(dxy0, dxy1), 0.0);
+ vec2 Z = max(max(dxy0 * uinvRadiiLTRB_Stage1_c0_c0.xy, dxy1 * uinvRadiiLTRB_Stage1_c0_c0.zw), 0.0);
+ float implicit = dot(Z, dxy) - 1.0;
+ float grad_dot = 4.0 * dot(Z, Z);
+ grad_dot = max(grad_dot, 9.9999997473787516e-05);
+ float approx_dist = implicit * inversesqrt(grad_dot);
+ float alpha = clamp(0.5 - approx_dist, 0.0, 1.0);
+ _output = _input * alpha;
+ return _output;
+}
+vec4 CircularRRect_Stage1_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec2 dxy0 = uinnerRect_Stage1_c1_c0.xy - gl_FragCoord.xy;
+ vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage1_c1_c0.zw;
+ vec2 dxy = max(max(dxy0, dxy1), 0.0);
+ float alpha = clamp(uradiusPlusHalf_Stage1_c1_c0.x - length(dxy), 0.0, 1.0);
+ alpha = 1.0 - alpha;
+ _output = _input * alpha;
+ return _output;
+}
+vec4 LinearGradientLayout_Stage3_c2_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_Stage3_c2_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ float t = _input.x;
+ vec4 scale, bias;
+ if (t < uthresholds1_7_Stage3_c2_c0_c1_c0.w) {
+ if (t < uthresholds1_7_Stage3_c2_c0_c1_c0.y) {
+ if (t < uthresholds1_7_Stage3_c2_c0_c1_c0.x) {
+ scale = uscale0_1_Stage3_c2_c0_c1_c0;
+ bias = ubias0_1_Stage3_c2_c0_c1_c0;
+ } else {
+ scale = uscale2_3_Stage3_c2_c0_c1_c0;
+ bias = ubias2_3_Stage3_c2_c0_c1_c0;
+ }
+ } else {
+ if (t < uthresholds1_7_Stage3_c2_c0_c1_c0.z) {
+ scale = uscale4_5_Stage3_c2_c0_c1_c0;
+ bias = ubias4_5_Stage3_c2_c0_c1_c0;
+ } else {
+ scale = uscale6_7_Stage3_c2_c0_c1_c0;
+ bias = ubias6_7_Stage3_c2_c0_c1_c0;
+ }
+ }
+ } else {
+ {
+ {
+ scale = uscale8_9_Stage3_c2_c0_c1_c0;
+ bias = ubias8_9_Stage3_c2_c0_c1_c0;
+ }
+ }
+ }
+ _output = t * scale + bias;
+ return _output;
+}
+vec4 TiledGradientEffect_Stage3_c2_c0(vec4 _input) {
+ vec4 _output;
+ vec4 t = LinearGradientLayout_Stage3_c2_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_Stage3_c2_c0_c1_c0(t);
+ }
+ {
+ _output.xyz *= _output.w;
+ }
+ return _output;
+}
+vec4 blend_dst_over(vec4 src, vec4 dst) {
+ return (1.0 - dst.w) * src + dst;
+}
+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;
+ {
+ vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
+ output_Stage1 = blend_dst_over(EllipticalRRect_Stage1_c0_c0(inputColor), CircularRRect_Stage1_c1_c0(inputColor));
+ output_Stage1 *= outputColor_Stage0.w;
+ }
+ vec4 output_Stage2;
+ {
+ float d;
+ {
+ d = (1.0 - length((ucircle_Stage2.xy - gl_FragCoord.xy) * ucircle_Stage2.w)) * ucircle_Stage2.z;
+ }
+ {
+ output_Stage2 = output_Stage1 * clamp(d, 0.0, 1.0);
+ }
+ }
+ vec4 output_Stage3;
+ {
+ output_Stage3 = blend_dst_in(output_Stage2, TiledGradientEffect_Stage3_c2_c0(vec4(1.0)));
+ }
+ {
+ sk_FragColor = output_Stage3;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform float uSrcTF_Stage0[7];
+uniform mat3 uColorXform_Stage0;
+uniform float uDstTF_Stage0[7];
+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;
+float src_tf_Stage0(float x) {
+ float G = uSrcTF_Stage0[0];
+ float A = uSrcTF_Stage0[1];
+ float B = uSrcTF_Stage0[2];
+ float C = uSrcTF_Stage0[3];
+ float D = uSrcTF_Stage0[4];
+ float E = uSrcTF_Stage0[5];
+ float F = uSrcTF_Stage0[6];
+ float s = sign(x);
+ x = abs(x);
+ x = x < D ? C * x + F : pow(A * x + B, G) + E;
+ return s * x;
+}
+float dst_tf_Stage0(float x) {
+ float G = uDstTF_Stage0[0];
+ float A = uDstTF_Stage0[1];
+ float B = uDstTF_Stage0[2];
+ float C = uDstTF_Stage0[3];
+ float D = uDstTF_Stage0[4];
+ float E = uDstTF_Stage0[5];
+ float F = uDstTF_Stage0[6];
+ float s = sign(x);
+ x = abs(x);
+ x = x < D ? C * x + F : pow(A * x + B, G) + E;
+ return s * x;
+}
+vec4 gamut_xform_Stage0(vec4 color) {
+ color.xyz = uColorXform_Stage0 * color.xyz;
+ return color;
+}
+vec4 color_xform_Stage0(vec4 color) {
+ float nonZeroAlpha = max(color.w, 9.9999997473787516e-05);
+ color = vec4(color.xyz / nonZeroAlpha, nonZeroAlpha);
+ color.x = src_tf_Stage0(color.x);
+ color.y = src_tf_Stage0(color.y);
+ color.z = src_tf_Stage0(color.z);
+ color = gamut_xform_Stage0(color);
+ color.x = dst_tf_Stage0(color.x);
+ color.y = dst_tf_Stage0(color.y);
+ color.z = dst_tf_Stage0(color.z);
+ color.xyz *= color.w;
+ return color;
+}
+void main() {
+ vec4 color = inColor;
+ color = color.zyxw;
+ color = color_xform_Stage0(color);
+ 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);
+}
+