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path: root/shaders/skia/256-5.shader_test
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[require]
GLSL >= 1.40

[fragment shader]
#version 140

out vec4 sk_FragColor;
uniform vec4 uboundsUniform_Stage2_c0_c0;
uniform float uxInvZoom_Stage2_c0_c0;
uniform float uyInvZoom_Stage2_c0_c0;
uniform float uxInvInset_Stage2_c0_c0;
uniform float uyInvInset_Stage2_c0_c0;
uniform vec2 uoffset_Stage2_c0_c0;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_0_Stage2;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
vec4 MagnifierEffect_Stage2_c0_c0(vec4 _input) {
    vec4 _output;
    vec2 coord = vTransformedCoords_1_Stage0;
    vec2 zoom_coord = uoffset_Stage2_c0_c0 + coord * vec2(uxInvZoom_Stage2_c0_c0, uyInvZoom_Stage2_c0_c0);
    vec2 delta = (coord - uboundsUniform_Stage2_c0_c0.xy) * uboundsUniform_Stage2_c0_c0.zw;
    delta = min(delta, vec2(1.0, 1.0) - delta);
    delta *= vec2(uxInvInset_Stage2_c0_c0, uyInvInset_Stage2_c0_c0);
    float weight = 0.0;
    if (delta.x < 2.0 && delta.y < 2.0) {
        delta = vec2(2.0, 2.0) - delta;
        float dist = length(delta);
        dist = max(2.0 - dist, 0.0);
        weight = min(dist * dist, 1.0);
    } else {
        vec2 delta_squared = delta * delta;
        weight = min(min(delta_squared.x, delta_squared.y), 1.0);
    }
    _output = texture(uTextureSampler_0_Stage2, mix(coord, zoom_coord, weight));
    return _output;
}
vec4 ClampFragmentProcessor_Stage2_c1_c0(vec4 _input) {
    vec4 _output;
    {
        float alpha = clamp(_input.w, 0.0, 1.0);
        _output = vec4(clamp(_input.xyz, 0.0, alpha), alpha);
    }
    return _output;
}
float _blend_color_luminance(vec3 color) {
    return dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), color);
}
vec3 _blend_set_color_luminance(vec3 hueSatColor, float alpha, vec3 lumColor) {
    float lum = _blend_color_luminance(lumColor);
    vec3 result = (lum - _blend_color_luminance(hueSatColor)) + hueSatColor;
    float minComp = min(min(result.x, result.y), result.z);
    float maxComp = max(max(result.x, result.y), result.z);
    if (minComp < 0.0 && lum != minComp) {
        result = lum + ((result - lum) * lum) / (lum - minComp);
    }
    if (maxComp > alpha && maxComp != lum) {
        return lum + ((result - lum) * (alpha - lum)) / (maxComp - lum);
    }
    return result;
}
vec4 blend_color(vec4 src, vec4 dst) {
    float alpha = dst.w * src.w;
    vec3 sda = src.xyz * dst.w;
    vec3 dsa = dst.xyz * src.w;
    return vec4((((_blend_set_color_luminance(sda, alpha, dsa) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha);
}
void main() {
    vec4 output_Stage1;
    {
        output_Stage1 = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0);
    }
    vec4 output_Stage2;
    {
        vec4 inputColor = vec4(output_Stage1.xyz, 1.0);
        output_Stage2 = blend_color(MagnifierEffect_Stage2_c0_c0(inputColor), ClampFragmentProcessor_Stage2_c1_c0(inputColor));
        output_Stage2 *= output_Stage1.w;
    }
    {
        sk_FragColor = output_Stage2;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
in vec2 position;
in vec2 localCoord;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_Stage0;
void main() {
    vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy;
    vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(localCoord, 1.0)).xy;
    gl_Position = vec4(position.x, position.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);
}