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path: root/shaders/skia/1933.shader_test
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[require]
GLSL >= 1.40

[fragment shader]
#version 140

out vec4 sk_FragColor;
uniform vec4 uCoordTransformMatrix_1_Stage0;
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 uscale6_7_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 ubias6_7_Stage2_c1_c0_c1_c0;
uniform vec4 uthresholds1_7_Stage2_c1_c0_c1_c0;
uniform vec4 uthresholds9_13_Stage2_c1_c0_c1_c0;
uniform sampler2D uTextureSampler_0_Stage1;
noperspective in vec2 vEllipseOffsets0_Stage0;
noperspective in vec2 vEllipseOffsets1_Stage0;
noperspective in vec4 vinColor_Stage0;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_2_Stage0;
vec4 TextureEffect_Stage1_c0_c0(vec4 _input, vec2 _coords) {
    _coords = _coords * uCoordTransformMatrix_1_Stage0.xz + uCoordTransformMatrix_1_Stage0.yw;
    vec4 _output;
    _output = texture(uTextureSampler_0_Stage1, _coords) * _input;
    return _output;
}
vec4 RadialGradientLayout_Stage2_c1_c0_c0_c0(vec4 _input) {
    vec4 _output;
    float t = length(vTransformedCoords_2_Stage0);
    _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 {
            if (t < uthresholds1_7_Stage2_c1_c0_c1_c0.z) {
                scale = uscale4_5_Stage2_c1_c0_c1_c0;
                bias = ubias4_5_Stage2_c1_c0_c1_c0;
            } else {
                scale = uscale6_7_Stage2_c1_c0_c1_c0;
                bias = ubias6_7_Stage2_c1_c0_c1_c0;
            }
        }
    }
    _output = t * scale + bias;
    return _output;
}
vec4 TiledGradientEffect_Stage2_c1_c0(vec4 _input) {
    vec4 _output;
    vec4 t = RadialGradientLayout_Stage2_c1_c0_c0_c0(vec4(1.0));
    {
        {
            float t_1 = t.x - 1.0;
            float tiled_t = (t_1 - 2.0 * floor(t_1 * 0.5)) - 1.0;
            t.x = abs(tiled_t);
        }
        _output = UnrolledBinaryGradientColorizer_Stage2_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 outputCoverage_Stage0;
    {
        vec2 scaledOffset = vEllipseOffsets0_Stage0;
        float test = dot(scaledOffset, scaledOffset) - 1.0;
        vec2 duvdx = dFdx(vEllipseOffsets0_Stage0);
        vec2 duvdy = -dFdy(vEllipseOffsets0_Stage0);
        vec2 grad = vec2(vEllipseOffsets0_Stage0.x * duvdx.x + vEllipseOffsets0_Stage0.y * duvdx.y, vEllipseOffsets0_Stage0.x * duvdy.x + vEllipseOffsets0_Stage0.y * duvdy.y);
        float grad_dot = 4.0 * 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);
        outputCoverage_Stage0 = vec4(edgeAlpha);
    }
    vec4 output_Stage1;
    {
        vec2 coord = vTransformedCoords_0_Stage0 - vec2(0.5);
        vec2 f = fract(coord);
        coord += 0.5 - f;
        vec4 wx = mat4(0.055555555555555552, 0.88888888888888884, 0.055555555555555552, 0.0, -0.5, 0.0, 0.5, 0.0, 0.83333333333333337, -2.0, 1.5, -0.33333333333333331, -0.3888888888888889, 1.1666666666666667, -1.1666666666666667, 0.3888888888888889) * vec4(1.0, f.x, f.x * f.x, (f.x * f.x) * f.x);
        vec4 wy = mat4(0.055555555555555552, 0.88888888888888884, 0.055555555555555552, 0.0, -0.5, 0.0, 0.5, 0.0, 0.83333333333333337, -2.0, 1.5, -0.33333333333333331, -0.3888888888888889, 1.1666666666666667, -1.1666666666666667, 0.3888888888888889) * vec4(1.0, f.y, f.y * f.y, (f.y * f.y) * f.y);
        vec4 rowColors[4];
        rowColors[0] = TextureEffect_Stage1_c0_c0(vec4(1.0), coord + vec2(-1.0, -1.0));
        rowColors[1] = TextureEffect_Stage1_c0_c0(vec4(1.0), coord + vec2(0.0, -1.0));
        rowColors[2] = TextureEffect_Stage1_c0_c0(vec4(1.0), coord + vec2(1.0, -1.0));
        rowColors[3] = TextureEffect_Stage1_c0_c0(vec4(1.0), coord + vec2(2.0, -1.0));
        vec4 s0 = ((wx.x * rowColors[0] + wx.y * rowColors[1]) + wx.z * rowColors[2]) + wx.w * rowColors[3];
        rowColors[0] = TextureEffect_Stage1_c0_c0(vec4(1.0), coord + vec2(-1.0, 0.0));
        rowColors[1] = TextureEffect_Stage1_c0_c0(vec4(1.0), coord);
        rowColors[2] = TextureEffect_Stage1_c0_c0(vec4(1.0), coord + vec2(1.0, 0.0));
        rowColors[3] = TextureEffect_Stage1_c0_c0(vec4(1.0), coord + vec2(2.0, 0.0));
        vec4 s1 = ((wx.x * rowColors[0] + wx.y * rowColors[1]) + wx.z * rowColors[2]) + wx.w * rowColors[3];
        rowColors[0] = TextureEffect_Stage1_c0_c0(vec4(1.0), coord + vec2(-1.0, 1.0));
        rowColors[1] = TextureEffect_Stage1_c0_c0(vec4(1.0), coord + vec2(0.0, 1.0));
        rowColors[2] = TextureEffect_Stage1_c0_c0(vec4(1.0), coord + vec2(1.0, 1.0));
        rowColors[3] = TextureEffect_Stage1_c0_c0(vec4(1.0), coord + vec2(2.0, 1.0));
        vec4 s2 = ((wx.x * rowColors[0] + wx.y * rowColors[1]) + wx.z * rowColors[2]) + wx.w * rowColors[3];
        rowColors[0] = TextureEffect_Stage1_c0_c0(vec4(1.0), coord + vec2(-1.0, 2.0));
        rowColors[1] = TextureEffect_Stage1_c0_c0(vec4(1.0), coord + vec2(0.0, 2.0));
        rowColors[2] = TextureEffect_Stage1_c0_c0(vec4(1.0), coord + vec2(1.0, 2.0));
        rowColors[3] = TextureEffect_Stage1_c0_c0(vec4(1.0), coord + vec2(2.0, 2.0));
        vec4 s3 = ((wx.x * rowColors[0] + wx.y * rowColors[1]) + wx.z * rowColors[2]) + wx.w * rowColors[3];
        vec4 bicubicColor = ((wy.x * s0 + wy.y * s1) + wy.z * s2) + wy.w * s3;
        bicubicColor.xyz = max(vec3(0.0), min(bicubicColor.xyz, bicubicColor.www));
        output_Stage1 = bicubicColor * outputCoverage_Stage0;
    }
    vec4 output_Stage2;
    {
        output_Stage2 = blend_dst_in(output_Stage1, TiledGradientEffect_Stage2_c1_c0(vec4(1.0)));
    }
    {
        sk_FragColor = 1.0 - output_Stage2;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_2_Stage0;
in vec2 inPosition;
in vec4 inColor;
in vec2 inEllipseOffsets0;
in vec2 inEllipseOffsets1;
noperspective out vec2 vEllipseOffsets0_Stage0;
noperspective out vec2 vEllipseOffsets1_Stage0;
noperspective out vec4 vinColor_Stage0;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_2_Stage0;
void main() {
    vEllipseOffsets0_Stage0 = inEllipseOffsets0;
    vEllipseOffsets1_Stage0 = inEllipseOffsets1;
    vinColor_Stage0 = inColor;
    vec2 pos2 = inPosition;
    vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy;
    vTransformedCoords_2_Stage0 = (uCoordTransformMatrix_2_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);
}