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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 uleftBorderColor_Stage1_c0_c0;
uniform vec4 urightBorderColor_Stage1_c0_c0;
uniform vec2 ufocalParams_Stage1_c0_c0_c0_c0;
uniform vec4 uscale0_1_Stage1_c0_c0_c1_c0;
uniform vec4 uscale2_3_Stage1_c0_c0_c1_c0;
uniform vec4 uscale4_5_Stage1_c0_c0_c1_c0;
uniform vec4 ubias0_1_Stage1_c0_c0_c1_c0;
uniform vec4 ubias2_3_Stage1_c0_c0_c1_c0;
uniform vec4 ubias4_5_Stage1_c0_c0_c1_c0;
uniform vec4 uthresholds1_7_Stage1_c0_c0_c1_c0;
uniform vec4 uthresholds9_13_Stage1_c0_c0_c1_c0;
uniform mat4 um_Stage2;
uniform vec4 uv_Stage2;
uniform vec2 uScale_Stage3;
uniform vec4 uTexDom_Stage3;
uniform vec3 uDecalParams_Stage3;
uniform vec4 uleftBorderColor_Stage4_c1_c0;
uniform vec4 urightBorderColor_Stage4_c1_c0;
uniform vec4 uscale0_1_Stage4_c1_c0_c1_c0;
uniform vec4 uscale2_3_Stage4_c1_c0_c1_c0;
uniform vec4 uscale4_5_Stage4_c1_c0_c1_c0;
uniform vec4 ubias0_1_Stage4_c1_c0_c1_c0;
uniform vec4 ubias2_3_Stage4_c1_c0_c1_c0;
uniform vec4 ubias4_5_Stage4_c1_c0_c1_c0;
uniform vec4 uthresholds1_7_Stage4_c1_c0_c1_c0;
uniform vec4 uthresholds9_13_Stage4_c1_c0_c1_c0;
uniform sampler2D uTextureSampler_0_Stage3;
uniform sampler2D uTextureSampler_1_Stage3;
noperspective in vec4 vcolor_Stage0;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
noperspective in vec2 vTransformedCoords_2_Stage0;
noperspective in vec2 vTransformedCoords_3_Stage0;
vec4 TwoPointConicalGradientLayout_Stage1_c0_c0_c0_c0(vec4 _input) {
    vec4 _output;
    vec2 p = vTransformedCoords_0_Stage0;
    float t = -1.0;
    {
        {
            float r0 = ufocalParams_Stage1_c0_c0_c0_c0.x;
            {
                t = length(p) - r0;
            }
        }
    }
    _output = vec4(t, 1.0, 0.0, 0.0);
    return _output;
}
vec4 UnrolledBinaryGradientColorizer_Stage1_c0_c0_c1_c0(vec4 _input) {
    vec4 _output;
    float t = _input.x;
    vec4 scale, bias;
    {
        if (t < uthresholds1_7_Stage1_c0_c0_c1_c0.y) {
            if (t < uthresholds1_7_Stage1_c0_c0_c1_c0.x) {
                scale = uscale0_1_Stage1_c0_c0_c1_c0;
                bias = ubias0_1_Stage1_c0_c0_c1_c0;
            } else {
                scale = uscale2_3_Stage1_c0_c0_c1_c0;
                bias = ubias2_3_Stage1_c0_c0_c1_c0;
            }
        } else {
            {
                scale = uscale4_5_Stage1_c0_c0_c1_c0;
                bias = ubias4_5_Stage1_c0_c0_c1_c0;
            }
        }
    }
    _output = t * scale + bias;
    return _output;
}
vec4 ClampedGradientEffect_Stage1_c0_c0(vec4 _input) {
    vec4 _output;
    vec4 t = TwoPointConicalGradientLayout_Stage1_c0_c0_c0_c0(vec4(1.0));
    if (t.y < 0.0) {
        _output = vec4(0.0);
    } else if (t.x < 0.0) {
        _output = uleftBorderColor_Stage1_c0_c0;
    } else if (t.x > 1.0) {
        _output = urightBorderColor_Stage1_c0_c0;
    } else {
        _output = UnrolledBinaryGradientColorizer_Stage1_c0_c0_c1_c0(t);
    }
    {
        _output.xyz *= _output.w;
    }
    return _output;
}
vec4 RadialGradientLayout_Stage4_c1_c0_c0_c0(vec4 _input) {
    vec4 _output;
    float t = length(vTransformedCoords_3_Stage0);
    _output = vec4(t, 1.0, 0.0, 0.0);
    return _output;
}
vec4 UnrolledBinaryGradientColorizer_Stage4_c1_c0_c1_c0(vec4 _input) {
    vec4 _output;
    float t = _input.x;
    vec4 scale, bias;
    {
        if (t < uthresholds1_7_Stage4_c1_c0_c1_c0.y) {
            if (t < uthresholds1_7_Stage4_c1_c0_c1_c0.x) {
                scale = uscale0_1_Stage4_c1_c0_c1_c0;
                bias = ubias0_1_Stage4_c1_c0_c1_c0;
            } else {
                scale = uscale2_3_Stage4_c1_c0_c1_c0;
                bias = ubias2_3_Stage4_c1_c0_c1_c0;
            }
        } else {
            {
                scale = uscale4_5_Stage4_c1_c0_c1_c0;
                bias = ubias4_5_Stage4_c1_c0_c1_c0;
            }
        }
    }
    _output = t * scale + bias;
    return _output;
}
vec4 ClampedGradientEffect_Stage4_c1_c0(vec4 _input) {
    vec4 _output;
    vec4 t = RadialGradientLayout_Stage4_c1_c0_c0_c0(vec4(1.0));
    if (t.x < 0.0) {
        _output = uleftBorderColor_Stage4_c1_c0;
    } else if (t.x > 1.0) {
        _output = urightBorderColor_Stage4_c1_c0;
    } else {
        _output = UnrolledBinaryGradientColorizer_Stage4_c1_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;
    {
        output_Stage1 = blend_dst_in(outputColor_Stage0, ClampedGradientEffect_Stage1_c0_c0(vec4(1.0)));
    }
    vec4 output_Stage2;
    {
        vec4 inputColor = output_Stage1;
        {
            float nonZeroAlpha = max(inputColor.w, 9.9999997473787516e-05);
            inputColor = vec4(inputColor.xyz / nonZeroAlpha, inputColor.w);
        }
        output_Stage2 = um_Stage2 * inputColor + uv_Stage2;
        {
            output_Stage2.w = clamp(output_Stage2.w, 0.0, 1.0);
        }
        {
            output_Stage2.xyz *= output_Stage2.w;
        }
    }
    vec4 output_Stage3;
    {
        vec4 dColor = texture(uTextureSampler_0_Stage3, vTransformedCoords_1_Stage0);
        dColor.xyz = dColor.w < 9.9999999747524271e-07 ? vec3(0.0) : clamp(dColor.xyz / dColor.w, 0.0, 1.0);
        vec2 cCoords = vTransformedCoords_2_Stage0 + uScale_Stage3 * (dColor.zz - vec2(0.5));
        {
            vec2 origCoord = cCoords;
            vec2 clampedCoord;
            clampedCoord = clamp(origCoord, uTexDom_Stage3.xy, uTexDom_Stage3.zw);
            vec4 textureColor = texture(uTextureSampler_1_Stage3, clampedCoord);
            float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage3.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage3.y);
            if (err > uDecalParams_Stage3.z) {
                err = 1.0;
            } else if (uDecalParams_Stage3.z < 1.0) {
                err = 0.0;
            }
            output_Stage3 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
        }
    }
    vec4 output_Stage4;
    {
        output_Stage4 = blend_dst_in(vec4(1.0), ClampedGradientEffect_Stage4_c1_c0(vec4(1.0)));
    }
    {
        sk_FragColor = output_Stage4 * output_Stage3;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uViewM_Stage0;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
uniform mat3 uCoordTransformMatrix_2_Stage0;
uniform mat3 uCoordTransformMatrix_3_Stage0;
in vec2 position;
in vec4 inColor;
noperspective out vec4 vcolor_Stage0;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_Stage0;
noperspective out vec2 vTransformedCoords_2_Stage0;
noperspective out vec2 vTransformedCoords_3_Stage0;
void main() {
    vec4 color = inColor;
    color = color.zyxw;
    color = vec4(color.xyz * color.w, color.w);
    vcolor_Stage0 = color;
    vec2 pos2 = (uViewM_Stage0 * vec3(position, 1.0)).xy;
    vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(position, 1.0)).xy;
    vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(position, 1.0)).xy;
    vTransformedCoords_2_Stage0 = (uCoordTransformMatrix_2_Stage0 * vec3(position, 1.0)).xy;
    vTransformedCoords_3_Stage0 = (uCoordTransformMatrix_3_Stage0 * vec3(position, 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);
}