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[require]
GLSL >= 1.40

[fragment shader]
#version 140

#extension GL_KHR_blend_equation_advanced : require
out vec4 sk_FragColor;
layout (blend_support_all_equations) out ;
uniform vec4 uColor_Stage0;
uniform vec4 urectH_Stage1_c1_c0_c0_c0_c0_c0;
uniform float uinvSixSigma_Stage1_c1_c0_c0_c0_c0_c0;
uniform vec4 uellipse_Stage1_c1_c0_c0_c0_c1_c0;
uniform vec3 uedges_Stage1_c1_c0_c1_c0[2];
uniform sampler2D uTextureSampler_0_Stage1;
vec4 ConfigConversionEffect_Stage1_c0_c0(vec4 _input) {
    vec4 _output;
    _output = floor(_input * 255.0 + 0.5) / 255.0;
    {
        _output.xyz = floor((_output.xyz * _output.w) * 255.0 + 0.5) / 255.0;
    }
    return _output;
}
vec4 RectBlurEffect_Stage1_c1_c0_c0_c0_c0_c0(vec4 _input) {
    vec4 _output;
    float xCoverage, yCoverage;
    {
        float x, y;
        {
            x = max(urectH_Stage1_c1_c0_c0_c0_c0_c0.x - gl_FragCoord.x, gl_FragCoord.x - urectH_Stage1_c1_c0_c0_c0_c0_c0.z);
            y = max(urectH_Stage1_c1_c0_c0_c0_c0_c0.y - gl_FragCoord.y, gl_FragCoord.y - urectH_Stage1_c1_c0_c0_c0_c0_c0.w);
        }
        xCoverage = texture(uTextureSampler_0_Stage1, vec2(x * uinvSixSigma_Stage1_c1_c0_c0_c0_c0_c0, 0.5)).w;
        yCoverage = texture(uTextureSampler_0_Stage1, vec2(y * uinvSixSigma_Stage1_c1_c0_c0_c0_c0_c0, 0.5)).w;
        _output = (_input * xCoverage) * yCoverage;
    }
    _output = (_input * xCoverage) * yCoverage;
    return _output;
}
vec4 EllipseEffect_Stage1_c1_c0_c0_c0_c1_c0(vec4 _input) {
    vec4 _output;
    vec2 d = gl_FragCoord.xy - uellipse_Stage1_c1_c0_c0_c0_c1_c0.xy;
    vec2 Z = d * uellipse_Stage1_c1_c0_c0_c0_c1_c0.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 = clamp(0.5 + approx_dist, 0.0, 1.0);
    }
    _output = _input * alpha;
    return _output;
}
vec4 blend_dst_over(vec4 src, vec4 dst) {
    return (1.0 - dst.w) * src + dst;
}
vec4 ComposeTwo_Stage1_c1_c0_c0_c0(vec4 _input) {
    vec4 _output;
    vec4 inputColor = vec4(_input.xyz, 1.0);
    _output = blend_dst_over(RectBlurEffect_Stage1_c1_c0_c0_c0_c0_c0(inputColor), EllipseEffect_Stage1_c1_c0_c0_c0_c1_c0(inputColor));
    _output *= _input.w;
    return _output;
}
vec4 ConvexPoly_Stage1_c1_c0_c1_c0(vec4 _input) {
    vec4 _output;
    float alpha = 1.0;
    float edge;
    edge = dot(uedges_Stage1_c1_c0_c1_c0[0], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
    edge = edge >= 0.5 ? 1.0 : 0.0;
    alpha *= edge;
    edge = dot(uedges_Stage1_c1_c0_c1_c0[1], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
    edge = edge >= 0.5 ? 1.0 : 0.0;
    alpha *= edge;
    alpha = 1.0 - alpha;
    _output = _input * alpha;
    return _output;
}
vec4 blend_multiply(vec4 src, vec4 dst) {
    return vec4(((1.0 - src.w) * dst.xyz + (1.0 - dst.w) * src.xyz) + src.xyz * dst.xyz, src.w + (1.0 - src.w) * dst.w);
}
vec4 ComposeTwo_Stage1_c1_c0(vec4 _input) {
    vec4 _output;
    vec4 inputColor = vec4(_input.xyz, 1.0);
    _output = blend_multiply(ComposeTwo_Stage1_c1_c0_c0_c0(inputColor), ConvexPoly_Stage1_c1_c0_c1_c0(inputColor));
    _output *= _input.w;
    return _output;
}
vec4 blend_screen(vec4 src, vec4 dst) {
    return src + (1.0 - src) * dst;
}
void main() {
    vec4 outputColor_Stage0;
    {
        outputColor_Stage0 = uColor_Stage0;
    }
    vec4 output_Stage1;
    {
        vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
        output_Stage1 = blend_screen(ConfigConversionEffect_Stage1_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0(inputColor));
        output_Stage1 *= outputColor_Stage0.w;
    }
    {
        sk_FragColor = output_Stage1;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uViewM_Stage0;
in vec2 inPosition;
void main() {
    vec2 pos2 = (uViewM_Stage0 * vec3(inPosition, 1.0)).xy;
    {
        vec2 _posTmp = pos2;
        _posTmp = floor(_posTmp) + vec2(0.5, 0.5);
        gl_Position = vec4(_posTmp, 0.0, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}