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-rw-r--r--shaders/skia/895-1.shader_test115
1 files changed, 115 insertions, 0 deletions
diff --git a/shaders/skia/895-1.shader_test b/shaders/skia/895-1.shader_test
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+++ b/shaders/skia/895-1.shader_test
@@ -0,0 +1,115 @@
+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+uniform vec2 ufocalParams_Stage2_c0_c0_c0_c0;
+uniform vec4 uscale0_1_Stage2_c0_c0_c1_c0;
+uniform vec4 uscale2_3_Stage2_c0_c0_c1_c0;
+uniform vec4 uscale4_5_Stage2_c0_c0_c1_c0;
+uniform vec4 uscale6_7_Stage2_c0_c0_c1_c0;
+uniform vec4 ubias0_1_Stage2_c0_c0_c1_c0;
+uniform vec4 ubias2_3_Stage2_c0_c0_c1_c0;
+uniform vec4 ubias4_5_Stage2_c0_c0_c1_c0;
+uniform vec4 ubias6_7_Stage2_c0_c0_c1_c0;
+uniform vec4 uthresholds1_7_Stage2_c0_c0_c1_c0;
+uniform vec4 uthresholds9_13_Stage2_c0_c0_c1_c0;
+uniform sampler2D uTextureSampler_0_Stage1;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+noperspective in vec2 vTransformedCoords_1_Stage0;
+vec4 TwoPointConicalGradientLayout_Stage2_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec2 p = vTransformedCoords_1_Stage0;
+ float t = -1.0;
+ {
+ {
+ float r0 = ufocalParams_Stage2_c0_c0_c0_c0.x;
+ {
+ t = length(p) - r0;
+ }
+ }
+ }
+ _output = vec4(t, 1.0, 0.0, 0.0);
+ return _output;
+}
+vec4 UnrolledBinaryGradientColorizer_Stage2_c0_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ float t = _input.x;
+ vec4 scale, bias;
+ {
+ if (t < uthresholds1_7_Stage2_c0_c0_c1_c0.y) {
+ if (t < uthresholds1_7_Stage2_c0_c0_c1_c0.x) {
+ scale = uscale0_1_Stage2_c0_c0_c1_c0;
+ bias = ubias0_1_Stage2_c0_c0_c1_c0;
+ } else {
+ scale = uscale2_3_Stage2_c0_c0_c1_c0;
+ bias = ubias2_3_Stage2_c0_c0_c1_c0;
+ }
+ } else {
+ if (t < uthresholds1_7_Stage2_c0_c0_c1_c0.z) {
+ scale = uscale4_5_Stage2_c0_c0_c1_c0;
+ bias = ubias4_5_Stage2_c0_c0_c1_c0;
+ } else {
+ scale = uscale6_7_Stage2_c0_c0_c1_c0;
+ bias = ubias6_7_Stage2_c0_c0_c1_c0;
+ }
+ }
+ }
+ _output = t * scale + bias;
+ return _output;
+}
+vec4 TiledGradientEffect_Stage2_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 t = TwoPointConicalGradientLayout_Stage2_c0_c0_c0_c0(vec4(1.0));
+ if (t.y < 0.0) {
+ _output = vec4(0.0);
+ } else {
+ {
+ t.x = fract(t.x);
+ }
+ _output = UnrolledBinaryGradientColorizer_Stage2_c0_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 output_Stage1;
+ {
+ output_Stage1 = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0);
+ }
+ vec4 output_Stage2;
+ {
+ output_Stage2 = blend_dst_in(output_Stage1, TiledGradientEffect_Stage2_c0_c0(vec4(1.0)));
+ }
+ {
+ sk_FragColor = output_Stage2;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+uniform mat3 uCoordTransformMatrix_1_Stage0;
+in vec2 position;
+in vec2 localCoord;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+noperspective out vec2 vTransformedCoords_1_Stage0;
+void main() {
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy;
+ vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(localCoord, 1.0)).xy;
+ 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);
+}
+