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[require]
GLSL >= 1.40
GL_KHR_blend_equation_advanced

[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;
uniform vec2 uradiusPlusHalf_Stage1;
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 uscale8_9_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 ubias8_9_Stage2_c0_c0_c1_c0;
uniform vec4 uthresholds1_7_Stage2_c0_c0_c1_c0;
uniform vec4 uthresholds9_13_Stage2_c0_c0_c1_c0;
uniform vec3 uedges_Stage3[4];
noperspective in vec4 vcolor_Stage0;
noperspective in vec2 vTransformedCoords_0_Stage0;
vec4 TwoPointConicalGradientLayout_Stage2_c0_c0_c0_c0(vec4 _input) {
    vec4 _output;
    vec2 p = vTransformedCoords_0_Stage0;
    float t = -1.0;
    {
        {
            float invR1 = ufocalParams_Stage2_c0_c0_c0_c0.x;
            float x_t = -1.0;
            {
                x_t = length(p) - p.x * invR1;
            }
            {
                {
                    t = x_t;
                }
            }
        }
    }
    _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.w) {
        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;
            }
        }
    } else {
        {
            {
                scale = uscale8_9_Stage2_c0_c0_c1_c0;
                bias = ubias8_9_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 outputColor_Stage0;
    {
        outputColor_Stage0 = vcolor_Stage0;
    }
    vec4 output_Stage1;
    {
        vec2 dxy0 = uinnerRect_Stage1.xy - gl_FragCoord.xy;
        vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage1.zw;
        vec2 dxy = max(max(dxy0, dxy1), 0.0);
        float alpha = clamp(uradiusPlusHalf_Stage1.x - length(dxy), 0.0, 1.0);
        output_Stage1 = vec4(alpha);
    }
    vec4 output_Stage2;
    {
        output_Stage2 = blend_dst_in(output_Stage1, TiledGradientEffect_Stage2_c0_c0(vec4(1.0)));
    }
    vec4 output_Stage3;
    {
        float alpha = 1.0;
        float edge;
        edge = dot(uedges_Stage3[0], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
        edge = clamp(edge, 0.0, 1.0);
        alpha *= edge;
        edge = dot(uedges_Stage3[1], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
        edge = clamp(edge, 0.0, 1.0);
        alpha *= edge;
        edge = dot(uedges_Stage3[2], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
        edge = clamp(edge, 0.0, 1.0);
        alpha *= edge;
        edge = dot(uedges_Stage3[3], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
        edge = clamp(edge, 0.0, 1.0);
        alpha *= edge;
        output_Stage3 = output_Stage2 * alpha;
    }
    {
        sk_FragColor = output_Stage3 * outputColor_Stage0;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec2 inPosition;
in vec4 inColor;
in vec2 inLocalCoord;
noperspective out vec4 vcolor_Stage0;
noperspective out vec2 vTransformedCoords_0_Stage0;
void main() {
    vec4 color = inColor;
    vcolor_Stage0 = color;
    vec2 pos2 = inPosition;
    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);
}