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-rw-r--r--shaders/skia/88-7.shader_test97
1 files changed, 97 insertions, 0 deletions
diff --git a/shaders/skia/88-7.shader_test b/shaders/skia/88-7.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 vec4 uleftBorderColor_Stage1_c0_c0;
+uniform vec4 urightBorderColor_Stage1_c0_c0;
+uniform vec4 ustart_Stage1_c0_c0_c1_c0;
+uniform vec4 uend_Stage1_c0_c0_c1_c0;
+uniform vec2 uDstTextureUpperLeft_Stage2;
+uniform vec2 uDstTextureCoordScale_Stage2;
+uniform sampler2D uDstTextureSampler_Stage2;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+flat in vec4 vcolor_Stage0;
+noperspective in float vcoverage_Stage0;
+vec4 LinearGradientLayout_Stage1_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_Stage1_c0_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ float t = _input.x;
+ _output = (1.0 - t) * ustart_Stage1_c0_c0_c1_c0 + t * uend_Stage1_c0_c0_c1_c0;
+ return _output;
+}
+vec4 ClampedGradientEffect_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 t = LinearGradientLayout_Stage1_c0_c0_c0_c0(vec4(1.0));
+ if (t.x < 0.0) {
+ _output = uleftBorderColor_Stage1_c0_c0;
+ } else if (t.x > 1.0) {
+ _output = urightBorderColor_Stage1_c0_c0;
+ } else {
+ _output = SingleIntervalGradientColorizer_Stage1_c0_c0_c1_c0(t);
+ }
+ 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);
+}
+vec4 blend_src(vec4 src, vec4 dst) {
+ return src;
+}
+void main() {
+ vec4 outputColor_Stage0;
+ vec4 outputCoverage_Stage0;
+ {
+ outputColor_Stage0 = vcolor_Stage0;
+ float coverage = vcoverage_Stage0;
+ outputCoverage_Stage0 = vec4(coverage);
+ }
+ vec4 output_Stage1;
+ {
+ output_Stage1 = blend_dst_in(outputColor_Stage0, ClampedGradientEffect_Stage1_c0_c0(vec4(1.0)));
+ }
+ {
+ if (all(lessThanEqual(outputCoverage_Stage0.xyz, vec3(0.0)))) {
+ discard;
+ }
+ vec2 _dstTexCoord = (gl_FragCoord.xy - uDstTextureUpperLeft_Stage2) * uDstTextureCoordScale_Stage2;
+ _dstTexCoord.y = 1.0 - _dstTexCoord.y;
+ vec4 _dstColor = texture(uDstTextureSampler_Stage2, _dstTexCoord);
+ sk_FragColor = blend_src(output_Stage1, _dstColor);
+ sk_FragColor = outputCoverage_Stage0 * sk_FragColor + (vec4(1.0) - outputCoverage_Stage0) * _dstColor;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+in vec2 position;
+in float coverage;
+in vec4 color;
+in vec2 localCoord;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+flat out vec4 vcolor_Stage0;
+noperspective out float vcoverage_Stage0;
+void main() {
+ vec2 position = position;
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy;
+ vcolor_Stage0 = color;
+ vcoverage_Stage0 = coverage;
+ 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);
+}
+