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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 float uSrcTF_Stage0[7];
uniform mat3 uColorXform_Stage0;
uniform float uDstTF_Stage0[7];
uniform vec4 uleftBorderColor_Stage2_c0_c0;
uniform vec4 urightBorderColor_Stage2_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 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 uthresholds1_7_Stage2_c0_c0_c1_c0;
uniform vec4 uthresholds9_13_Stage2_c0_c0_c1_c0;
uniform sampler2D uTextureSampler_0_Stage0;
uniform sampler2D uTextureSampler_0_Stage1;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vtextureCoords_Stage0;
flat in vec4 vtextureDomain_Stage0;
flat in vec4 vcolor_Stage0;
float src_tf_Stage0(float x) {
    float G = uSrcTF_Stage0[0];
    float A = uSrcTF_Stage0[1];
    float B = uSrcTF_Stage0[2];
    float C = uSrcTF_Stage0[3];
    float D = uSrcTF_Stage0[4];
    float E = uSrcTF_Stage0[5];
    float F = uSrcTF_Stage0[6];
    float s = sign(x);
    x = abs(x);
    x = x < D ? C * x + F : pow(A * x + B, G) + E;
    return s * x;
}
float dst_tf_Stage0(float x) {
    float G = uDstTF_Stage0[0];
    float A = uDstTF_Stage0[1];
    float B = uDstTF_Stage0[2];
    float C = uDstTF_Stage0[3];
    float D = uDstTF_Stage0[4];
    float E = uDstTF_Stage0[5];
    float F = uDstTF_Stage0[6];
    float s = sign(x);
    x = abs(x);
    x = x < D ? C * x + F : pow(A * x + B, G) + E;
    return s * x;
}
vec4 gamut_xform_Stage0(vec4 color) {
    color.xyz = uColorXform_Stage0 * color.xyz;
    return color;
}
vec4 color_xform_Stage0(vec4 color) {
    float nonZeroAlpha = max(color.w, 9.9999997473787516e-05);
    color = vec4(color.xyz / nonZeroAlpha, nonZeroAlpha);
    color.x = src_tf_Stage0(color.x);
    color.y = src_tf_Stage0(color.y);
    color.z = src_tf_Stage0(color.z);
    color = gamut_xform_Stage0(color);
    color.x = dst_tf_Stage0(color.x);
    color.y = dst_tf_Stage0(color.y);
    color.z = dst_tf_Stage0(color.z);
    color.xyz *= color.w;
    return color;
}
vec4 LinearGradientLayout_Stage2_c0_c0_c0_c0(vec4 _input) {
    vec4 _output;
    float t = vTransformedCoords_0_Stage0.x + 9.9999997473787516e-06;
    _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.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 {
            {
                scale = uscale4_5_Stage2_c0_c0_c1_c0;
                bias = ubias4_5_Stage2_c0_c0_c1_c0;
            }
        }
    }
    _output = t * scale + bias;
    return _output;
}
vec4 ClampedGradientEffect_Stage2_c0_c0(vec4 _input) {
    vec4 _output;
    vec4 t = LinearGradientLayout_Stage2_c0_c0_c0_c0(vec4(1.0));
    if (t.x < 0.0) {
        _output = uleftBorderColor_Stage2_c0_c0;
    } else if (t.x > 1.0) {
        _output = urightBorderColor_Stage2_c0_c0;
    } else {
        _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;
    {
        vec2 textureCoords;
        textureCoords = vtextureCoords_Stage0;
        vec4 textureDomain;
        textureDomain = vtextureDomain_Stage0;
        outputColor_Stage0 = vcolor_Stage0;
        outputColor_Stage0 = color_xform_Stage0(texture(uTextureSampler_0_Stage0, clamp(textureCoords, textureDomain.xy, textureDomain.zw))) * outputColor_Stage0;
    }
    vec4 output_Stage1;
    {
        float nonZeroAlpha = max(outputColor_Stage0.w, 9.9999997473787516e-05);
        vec4 coord = vec4(outputColor_Stage0.xyz / nonZeroAlpha, nonZeroAlpha);
        coord = coord * 0.9960939884185791 + vec4(0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579);
        output_Stage1.w = texture(uTextureSampler_0_Stage1, vec2(coord.w, 0.125)).w;
        output_Stage1.x = texture(uTextureSampler_0_Stage1, vec2(coord.x, 0.375)).w;
        output_Stage1.y = texture(uTextureSampler_0_Stage1, vec2(coord.y, 0.625)).w;
        output_Stage1.z = texture(uTextureSampler_0_Stage1, vec2(coord.z, 0.875)).w;
        output_Stage1.xyz *= output_Stage1.w;
    }
    vec4 output_Stage2;
    {
        output_Stage2 = blend_dst_in(vec4(1.0), ClampedGradientEffect_Stage2_c0_c0(vec4(1.0)));
    }
    {
        sk_FragColor = output_Stage2 * output_Stage1;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec2 position;
in vec2 textureCoords;
in vec4 textureDomain;
in vec4 color;
noperspective out vec2 vTransformedCoords_0_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;
    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);
}