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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 uPixelSize_Stage1_c0_c0;
uniform vec2 uRange_Stage1_c0_c0;
uniform vec4 uellipse_Stage1_c1_c0_c0_c0_c0_c0;
uniform vec4 ucircle_Stage1_c1_c0_c1_c0;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_1_Stage1;
noperspective in vec2 vEllipseOffsets_Stage0;
noperspective in vec4 vEllipseRadii_Stage0;
noperspective in vec4 vinColor_Stage0;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
vec4 Morphology_Stage1_c0_c0(vec4 _input) {
    vec4 _output;
    _output = vec4(0.0, 0.0, 0.0, 0.0);
    vec2 coord = vTransformedCoords_0_Stage0;
    coord.y -= 7.0 * uPixelSize_Stage1_c0_c0;
    for (int i = 0;i < 15; i++) {
        _output = max(_output, texture(uTextureSampler_0_Stage1, coord));
        coord.y += uPixelSize_Stage1_c0_c0;
    }
    _output *= _input;
    return _output;
}
vec4 EllipseEffect_Stage1_c1_c0_c0_c0_c0_c0(vec4 _input) {
    vec4 _output;
    vec2 d = gl_FragCoord.xy - uellipse_Stage1_c1_c0_c0_c0_c0_c0.xy;
    vec2 Z = d * uellipse_Stage1_c1_c0_c0_c0_c0_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 = approx_dist > 0.0 ? 0.0 : 1.0;
    }
    _output = _input * alpha;
    return _output;
}
vec4 TextureEffect_Stage1_c1_c0_c0_c0_c1_c0(vec4 _input) {
    vec4 _output;
    _output = texture(uTextureSampler_1_Stage1, vTransformedCoords_1_Stage0) * _input;
    return _output;
}
vec4 blend_src_over(vec4 src, vec4 dst) {
    return src + (1.0 - src.w) * dst;
}
vec4 ComposeTwo_Stage1_c1_c0_c0_c0(vec4 _input) {
    vec4 _output;
    vec4 inputColor = vec4(_input.xyz, 1.0);
    _output = blend_src_over(EllipseEffect_Stage1_c1_c0_c0_c0_c0_c0(inputColor), TextureEffect_Stage1_c1_c0_c0_c0_c1_c0(inputColor));
    _output *= _input.w;
    return _output;
}
vec4 CircleEffect_Stage1_c1_c0_c1_c0(vec4 _input) {
    vec4 _output;
    float d;
    {
        d = (length((ucircle_Stage1_c1_c0_c1_c0.xy - gl_FragCoord.xy) * ucircle_Stage1_c1_c0_c1_c0.w) - 1.0) * ucircle_Stage1_c1_c0_c1_c0.z;
    }
    {
        _output = d > 0.5 ? _input : vec4(0.0);
    }
    return _output;
}
vec4 blend_dst_out(vec4 src, vec4 dst) {
    return (1.0 - src.w) * dst;
}
vec4 ComposeTwo_Stage1_c1_c0(vec4 _input) {
    vec4 _output;
    vec4 inputColor = vec4(_input.xyz, 1.0);
    _output = blend_dst_out(ComposeTwo_Stage1_c1_c0_c0_c0(inputColor), CircleEffect_Stage1_c1_c0_c1_c0(inputColor));
    _output *= _input.w;
    return _output;
}
vec4 blend_darken(vec4 src, vec4 dst) {
    vec4 result = blend_src_over(src, dst);
    result.xyz = min(result.xyz, (1.0 - dst.w) * src.xyz + dst.xyz);
    return result;
}
void main() {
    vec4 outputColor_Stage0;
    vec4 outputCoverage_Stage0;
    {
        outputColor_Stage0 = vinColor_Stage0;
        vec2 offset = vEllipseOffsets_Stage0;
        offset *= vEllipseRadii_Stage0.xy;
        float test = dot(offset, offset) - 1.0;
        vec2 grad = (2.0 * offset) * vEllipseRadii_Stage0.xy;
        float grad_dot = dot(grad, grad);
        grad_dot = max(grad_dot, 1.1754999560161448e-38);
        float invlen = inversesqrt(grad_dot);
        float edgeAlpha = clamp(0.5 - test * invlen, 0.0, 1.0);
        offset = vEllipseOffsets_Stage0 * vEllipseRadii_Stage0.zw;
        test = dot(offset, offset) - 1.0;
        grad = (2.0 * offset) * vEllipseRadii_Stage0.zw;
        grad_dot = dot(grad, grad);
        invlen = inversesqrt(grad_dot);
        edgeAlpha *= clamp(0.5 + test * invlen, 0.0, 1.0);
        outputCoverage_Stage0 = vec4(edgeAlpha);
    }
    vec4 output_Stage1;
    {
        vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
        output_Stage1 = blend_darken(Morphology_Stage1_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0(inputColor));
        output_Stage1 *= outputColor_Stage0.w;
    }
    {
        sk_FragColor = outputCoverage_Stage0 * output_Stage1;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
in vec2 inPosition;
in vec4 inColor;
in vec2 inEllipseOffset;
in vec4 inEllipseRadii;
noperspective out vec2 vEllipseOffsets_Stage0;
noperspective out vec4 vEllipseRadii_Stage0;
noperspective out vec4 vinColor_Stage0;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_Stage0;
void main() {
    vEllipseOffsets_Stage0 = inEllipseOffset;
    vEllipseRadii_Stage0 = inEllipseRadii;
    vinColor_Stage0 = inColor;
    vec2 pos2 = inPosition;
    vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy;
    vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(inPosition, 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);
}