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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 vec2 ufocalParams_Stage1_c0_c0_c0_c0;
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 vec4 uleftBorderColor_Stage2_c1_c0;
uniform vec4 urightBorderColor_Stage2_c1_c0;
uniform vec4 uscale0_1_Stage2_c1_c0_c1_c0;
uniform vec4 uscale2_3_Stage2_c1_c0_c1_c0;
uniform vec4 uscale4_5_Stage2_c1_c0_c1_c0;
uniform vec4 ubias0_1_Stage2_c1_c0_c1_c0;
uniform vec4 ubias2_3_Stage2_c1_c0_c1_c0;
uniform vec4 ubias4_5_Stage2_c1_c0_c1_c0;
uniform vec4 uthresholds1_7_Stage2_c1_c0_c1_c0;
uniform vec4 uthresholds9_13_Stage2_c1_c0_c1_c0;
uniform float uinnerThreshold_Stage3;
uniform float uouterThreshold_Stage3;
uniform vec2 uImageIncrement_Stage4;
uniform vec4 uKernel_Stage4[2];
uniform vec2 uKernelOffset_Stage4;
uniform float uGain_Stage4;
uniform float uBias_Stage4;
uniform vec4 uTexDom_Stage4;
uniform vec4 uleftBorderColor_Stage5_c2_c0;
uniform vec4 urightBorderColor_Stage5_c2_c0;
uniform float ubias_Stage5_c2_c0_c0_c0;
uniform float uscale_Stage5_c2_c0_c0_c0;
uniform vec4 uscale0_1_Stage5_c2_c0_c1_c0;
uniform vec4 uscale2_3_Stage5_c2_c0_c1_c0;
uniform vec4 uscale4_5_Stage5_c2_c0_c1_c0;
uniform vec4 uscale6_7_Stage5_c2_c0_c1_c0;
uniform vec4 uscale8_9_Stage5_c2_c0_c1_c0;
uniform vec4 ubias0_1_Stage5_c2_c0_c1_c0;
uniform vec4 ubias2_3_Stage5_c2_c0_c1_c0;
uniform vec4 ubias4_5_Stage5_c2_c0_c1_c0;
uniform vec4 ubias6_7_Stage5_c2_c0_c1_c0;
uniform vec4 ubias8_9_Stage5_c2_c0_c1_c0;
uniform vec4 uthresholds1_7_Stage5_c2_c0_c1_c0;
uniform vec4 uthresholds9_13_Stage5_c2_c0_c1_c0;
uniform sampler2D uTextureSampler_0_Stage0;
uniform sampler2D uTextureSampler_0_Stage3;
uniform sampler2D uTextureSampler_0_Stage4;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
noperspective in vec2 vTransformedCoords_2_Stage0;
noperspective in vec2 vTransformedCoords_3_Stage0;
noperspective in vec2 vTransformedCoords_4_Stage0;
noperspective in vec2 vtextureCoords_Stage0;
flat in vec4 vtextureDomain_Stage0;
flat in vec4 vcolor_Stage0;
vec4 TwoPointConicalGradientLayout_Stage1_c0_c0_c0_c0(vec4 _input) {
    vec4 _output;
    vec2 p = vTransformedCoords_0_Stage0;
    float t = -1.0;
    {
        {
            float invR1 = ufocalParams_Stage1_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 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 = TwoPointConicalGradientLayout_Stage1_c0_c0_c0_c0(vec4(1.0));
    if (t.y < 0.0) {
        _output = vec4(0.0);
    } else {
        {
            t.x = fract(t.x);
        }
        _output = DualIntervalGradientColorizer_Stage1_c0_c0_c1_c0(t);
    }
    {
        _output.xyz *= _output.w;
    }
    return _output;
}
vec4 LinearGradientLayout_Stage2_c1_c0_c0_c0(vec4 _input) {
    vec4 _output;
    float t = vTransformedCoords_1_Stage0.x + 9.9999997473787516e-06;
    _output = vec4(t, 1.0, 0.0, 0.0);
    return _output;
}
vec4 UnrolledBinaryGradientColorizer_Stage2_c1_c0_c1_c0(vec4 _input) {
    vec4 _output;
    float t = _input.x;
    vec4 scale, bias;
    {
        if (t < uthresholds1_7_Stage2_c1_c0_c1_c0.y) {
            if (t < uthresholds1_7_Stage2_c1_c0_c1_c0.x) {
                scale = uscale0_1_Stage2_c1_c0_c1_c0;
                bias = ubias0_1_Stage2_c1_c0_c1_c0;
            } else {
                scale = uscale2_3_Stage2_c1_c0_c1_c0;
                bias = ubias2_3_Stage2_c1_c0_c1_c0;
            }
        } else {
            {
                scale = uscale4_5_Stage2_c1_c0_c1_c0;
                bias = ubias4_5_Stage2_c1_c0_c1_c0;
            }
        }
    }
    _output = t * scale + bias;
    return _output;
}
vec4 ClampedGradientEffect_Stage2_c1_c0(vec4 _input) {
    vec4 _output;
    vec4 t = LinearGradientLayout_Stage2_c1_c0_c0_c0(vec4(1.0));
    if (t.x < 0.0) {
        _output = uleftBorderColor_Stage2_c1_c0;
    } else if (t.x > 1.0) {
        _output = urightBorderColor_Stage2_c1_c0;
    } else {
        _output = UnrolledBinaryGradientColorizer_Stage2_c1_c0_c1_c0(t);
    }
    {
        _output.xyz *= _output.w;
    }
    return _output;
}
vec4 SweepGradientLayout_Stage5_c2_c0_c0_c0(vec4 _input) {
    vec4 _output;
    float angle;
    {
        angle = atan(-vTransformedCoords_4_Stage0.y, -vTransformedCoords_4_Stage0.x);
    }
    float t = ((angle * 0.15915493667125702 + 0.5) + ubias_Stage5_c2_c0_c0_c0) * uscale_Stage5_c2_c0_c0_c0;
    _output = vec4(t, 1.0, 0.0, 0.0);
    return _output;
}
vec4 UnrolledBinaryGradientColorizer_Stage5_c2_c0_c1_c0(vec4 _input) {
    vec4 _output;
    float t = _input.x;
    vec4 scale, bias;
    if (t < uthresholds1_7_Stage5_c2_c0_c1_c0.w) {
        if (t < uthresholds1_7_Stage5_c2_c0_c1_c0.y) {
            if (t < uthresholds1_7_Stage5_c2_c0_c1_c0.x) {
                scale = uscale0_1_Stage5_c2_c0_c1_c0;
                bias = ubias0_1_Stage5_c2_c0_c1_c0;
            } else {
                scale = uscale2_3_Stage5_c2_c0_c1_c0;
                bias = ubias2_3_Stage5_c2_c0_c1_c0;
            }
        } else {
            if (t < uthresholds1_7_Stage5_c2_c0_c1_c0.z) {
                scale = uscale4_5_Stage5_c2_c0_c1_c0;
                bias = ubias4_5_Stage5_c2_c0_c1_c0;
            } else {
                scale = uscale6_7_Stage5_c2_c0_c1_c0;
                bias = ubias6_7_Stage5_c2_c0_c1_c0;
            }
        }
    } else {
        {
            {
                scale = uscale8_9_Stage5_c2_c0_c1_c0;
                bias = ubias8_9_Stage5_c2_c0_c1_c0;
            }
        }
    }
    _output = t * scale + bias;
    return _output;
}
vec4 ClampedGradientEffect_Stage5_c2_c0(vec4 _input) {
    vec4 _output;
    vec4 t = SweepGradientLayout_Stage5_c2_c0_c0_c0(vec4(1.0));
    if (t.x < 0.0) {
        _output = uleftBorderColor_Stage5_c2_c0;
    } else if (t.x > 1.0) {
        _output = urightBorderColor_Stage5_c2_c0;
    } else {
        _output = UnrolledBinaryGradientColorizer_Stage5_c2_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;
    {
        vec2 textureCoords;
        textureCoords = vtextureCoords_Stage0;
        vec4 textureDomain;
        textureDomain = vtextureDomain_Stage0;
        outputColor_Stage0 = vcolor_Stage0;
        outputColor_Stage0 = texture(uTextureSampler_0_Stage0, clamp(textureCoords, textureDomain.xy, textureDomain.zw)) * outputColor_Stage0;
    }
    vec4 output_Stage1;
    {
        output_Stage1 = blend_dst_in(outputColor_Stage0, TiledGradientEffect_Stage1_c0_c0(vec4(1.0)));
    }
    vec4 output_Stage2;
    {
        output_Stage2 = blend_dst_in(vec4(1.0), ClampedGradientEffect_Stage2_c1_c0(vec4(1.0)));
    }
    vec4 output_Stage3;
    {
        vec4 color = output_Stage2;
        vec4 mask_color = texture(uTextureSampler_0_Stage3, vTransformedCoords_2_Stage0);
        if (mask_color.w < 0.5) {
            if (color.w > uouterThreshold_Stage3) {
                float scale = uouterThreshold_Stage3 / color.w;
                color.xyz *= scale;
                color.w = uouterThreshold_Stage3;
            }
        } else if (color.w < uinnerThreshold_Stage3) {
            float scale = uinnerThreshold_Stage3 / max(0.0010000000474974513, color.w);
            color.xyz *= scale;
            color.w = uinnerThreshold_Stage3;
        }
        output_Stage3 = color;
    }
    vec4 output_Stage4;
    {
        vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
        vec2 coord = vTransformedCoords_3_Stage0 - uKernelOffset_Stage4 * uImageIncrement_Stage4;
        vec4 c;
        {
            float k = uKernel_Stage4[0].x;
            {
                vec2 origCoord = coord;
                vec2 clampedCoord;
                clampedCoord = clamp(origCoord, uTexDom_Stage4.xy, uTexDom_Stage4.zw);
                vec4 textureColor = texture(uTextureSampler_0_Stage4, clampedCoord);
                c = textureColor;
            }
            c.xyz /= c.w;
            c.xyz = clamp(c.xyz, 0.0, 1.0);
            sum += c * k;
        }
        {
            float k = uKernel_Stage4[0].y;
            {
                vec2 origCoord = coord + vec2(1.0, 0.0) * uImageIncrement_Stage4;
                vec2 clampedCoord;
                clampedCoord = clamp(origCoord, uTexDom_Stage4.xy, uTexDom_Stage4.zw);
                vec4 textureColor = texture(uTextureSampler_0_Stage4, clampedCoord);
                c = textureColor;
            }
            c.xyz /= c.w;
            c.xyz = clamp(c.xyz, 0.0, 1.0);
            sum += c * k;
        }
        {
            float k = uKernel_Stage4[0].z;
            {
                vec2 origCoord = coord + vec2(2.0, 0.0) * uImageIncrement_Stage4;
                vec2 clampedCoord;
                clampedCoord = clamp(origCoord, uTexDom_Stage4.xy, uTexDom_Stage4.zw);
                vec4 textureColor = texture(uTextureSampler_0_Stage4, clampedCoord);
                c = textureColor;
            }
            c.xyz /= c.w;
            c.xyz = clamp(c.xyz, 0.0, 1.0);
            sum += c * k;
        }
        {
            float k = uKernel_Stage4[0].w;
            {
                vec2 origCoord = coord + vec2(3.0, 0.0) * uImageIncrement_Stage4;
                vec2 clampedCoord;
                clampedCoord = clamp(origCoord, uTexDom_Stage4.xy, uTexDom_Stage4.zw);
                vec4 textureColor = texture(uTextureSampler_0_Stage4, clampedCoord);
                c = textureColor;
            }
            c.xyz /= c.w;
            c.xyz = clamp(c.xyz, 0.0, 1.0);
            sum += c * k;
        }
        {
            float k = uKernel_Stage4[1].x;
            {
                vec2 origCoord = coord + vec2(4.0, 0.0) * uImageIncrement_Stage4;
                vec2 clampedCoord;
                clampedCoord = clamp(origCoord, uTexDom_Stage4.xy, uTexDom_Stage4.zw);
                vec4 textureColor = texture(uTextureSampler_0_Stage4, clampedCoord);
                c = textureColor;
            }
            c.xyz /= c.w;
            c.xyz = clamp(c.xyz, 0.0, 1.0);
            sum += c * k;
        }
        {
            float k = uKernel_Stage4[1].y;
            {
                vec2 origCoord = coord + vec2(5.0, 0.0) * uImageIncrement_Stage4;
                vec2 clampedCoord;
                clampedCoord = clamp(origCoord, uTexDom_Stage4.xy, uTexDom_Stage4.zw);
                vec4 textureColor = texture(uTextureSampler_0_Stage4, clampedCoord);
                c = textureColor;
            }
            c.xyz /= c.w;
            c.xyz = clamp(c.xyz, 0.0, 1.0);
            sum += c * k;
        }
        {
            float k = uKernel_Stage4[1].z;
            {
                vec2 origCoord = coord + vec2(6.0, 0.0) * uImageIncrement_Stage4;
                vec2 clampedCoord;
                clampedCoord = clamp(origCoord, uTexDom_Stage4.xy, uTexDom_Stage4.zw);
                vec4 textureColor = texture(uTextureSampler_0_Stage4, clampedCoord);
                c = textureColor;
            }
            c.xyz /= c.w;
            c.xyz = clamp(c.xyz, 0.0, 1.0);
            sum += c * k;
        }
        {
            float k = uKernel_Stage4[1].w;
            {
                vec2 origCoord = coord + vec2(7.0, 0.0) * uImageIncrement_Stage4;
                vec2 clampedCoord;
                clampedCoord = clamp(origCoord, uTexDom_Stage4.xy, uTexDom_Stage4.zw);
                vec4 textureColor = texture(uTextureSampler_0_Stage4, clampedCoord);
                c = textureColor;
            }
            c.xyz /= c.w;
            c.xyz = clamp(c.xyz, 0.0, 1.0);
            sum += c * k;
        }
        {
            vec2 origCoord = vTransformedCoords_3_Stage0;
            vec2 clampedCoord;
            clampedCoord = clamp(origCoord, uTexDom_Stage4.xy, uTexDom_Stage4.zw);
            vec4 textureColor = texture(uTextureSampler_0_Stage4, clampedCoord);
            c = textureColor;
        }
        output_Stage4.w = c.w;
        output_Stage4.xyz = clamp(sum.xyz * uGain_Stage4 + uBias_Stage4, 0.0, 1.0);
        output_Stage4.xyz *= output_Stage4.w;
        output_Stage4 *= output_Stage3;
    }
    vec4 output_Stage5;
    {
        output_Stage5 = blend_dst_in(output_Stage4, ClampedGradientEffect_Stage5_c2_c0(vec4(1.0)));
    }
    {
        sk_FragColor = output_Stage5 * output_Stage1;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
uniform mat3 uCoordTransformMatrix_2_Stage0;
uniform mat3 uCoordTransformMatrix_3_Stage0;
uniform mat3 uCoordTransformMatrix_4_Stage0;
in vec2 position;
in vec2 textureCoords;
in vec4 textureDomain;
in vec4 color;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_Stage0;
noperspective out vec2 vTransformedCoords_2_Stage0;
noperspective out vec2 vTransformedCoords_3_Stage0;
noperspective out vec2 vTransformedCoords_4_Stage0;
noperspective out vec2 vtextureCoords_Stage0;
flat out vec4 vtextureDomain_Stage0;
flat out vec4 vcolor_Stage0;
void main() {
    vec2 pos2 = position;
    vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(textureCoords, 1.0)).xy;
    vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(textureCoords, 1.0)).xy;
    vTransformedCoords_2_Stage0 = (uCoordTransformMatrix_2_Stage0 * vec3(textureCoords, 1.0)).xy;
    vTransformedCoords_3_Stage0 = (uCoordTransformMatrix_3_Stage0 * vec3(textureCoords, 1.0)).xy;
    vTransformedCoords_4_Stage0 = (uCoordTransformMatrix_4_Stage0 * vec3(textureCoords, 1.0)).xy;
    vtextureCoords_Stage0 = textureCoords;
    vtextureDomain_Stage0 = textureDomain;
    vcolor_Stage0 = color;
    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);
}