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path: root/shaders/skia/1405.shader_test
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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 uscale01_Stage1_c0_c0_c1_c0;
uniform vec4 ubias01_Stage1_c0_c0_c1_c0;
uniform vec4 uscale23_Stage1_c0_c0_c1_c0;
uniform vec4 ubias23_Stage1_c0_c0_c1_c0;
uniform float uthreshold_Stage1_c0_c0_c1_c0;
uniform sampler2D uTextureSampler_0_Stage2;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
vec4 RadialGradientLayout_Stage1_c0_c0_c0_c0(vec4 _input) {
    vec4 _output;
    float t = length(vTransformedCoords_0_Stage0);
    _output = vec4(t, 1.0, 0.0, 0.0);
    return _output;
}
vec4 DualIntervalGradientColorizer_Stage1_c0_c0_c1_c0(vec4 _input) {
    vec4 _output;
    float t = _input.x;
    vec4 scale, bias;
    if (t < uthreshold_Stage1_c0_c0_c1_c0) {
        scale = uscale01_Stage1_c0_c0_c1_c0;
        bias = ubias01_Stage1_c0_c0_c1_c0;
    } else {
        scale = uscale23_Stage1_c0_c0_c1_c0;
        bias = ubias23_Stage1_c0_c0_c1_c0;
    }
    _output = t * scale + bias;
    return _output;
}
vec4 TiledGradientEffect_Stage1_c0_c0(vec4 _input) {
    vec4 _output;
    vec4 t = RadialGradientLayout_Stage1_c0_c0_c0_c0(vec4(1.0));
    {
        {
            t.x = fract(t.x);
        }
        _output = DualIntervalGradientColorizer_Stage1_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 = uColor_Stage0;
    }
    vec4 output_Stage1;
    {
        output_Stage1 = blend_dst_in(outputColor_Stage0, TiledGradientEffect_Stage1_c0_c0(vec4(1.0)));
    }
    vec4 output_Stage2;
    {
        output_Stage2 = texture(uTextureSampler_0_Stage2, vTransformedCoords_1_Stage0) * output_Stage1;
    }
    {
        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 inLocalCoord;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_Stage0;
void main() {
    vec2 pos2 = position;
    vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inLocalCoord, 1.0)).xy;
    vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(inLocalCoord, 1.0)).xy;
    gl_Position = vec4(pos2.x, pos2.y, 0.0, 1.0);
    gl_PointSize = 1.0;
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}