summaryrefslogtreecommitdiff
path: root/shaders/skia/28-100.shader_test
blob: d6a56870a0fbada92bae20495ce36bd99093a4e3 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
[require]
GLSL >= 1.40

[fragment shader]
#version 140

out vec4 sk_FragColor;
uniform float uweight_Stage1;
uniform vec4 uleftBorderColor_Stage1_c1_c0_c0_c0_c0_c0;
uniform vec4 urightBorderColor_Stage1_c1_c0_c0_c0_c0_c0;
uniform vec4 ustart_Stage1_c1_c0_c0_c0_c0_c0_c1_c0;
uniform vec4 uend_Stage1_c1_c0_c0_c0_c0_c0_c1_c0;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_1_Stage1;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
noperspective in vec2 vTransformedCoords_2_Stage0;
flat in vec4 vcolor_Stage0;
vec4 TextureEffect_Stage1_c0_c0_c0_c0(vec4 _input) {
    vec4 _output;
    _output = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0) * _input;
    return _output;
}
vec4 OverrideInputFragmentProcessor_Stage1_c0_c0(vec4 _input) {
    vec4 _output;
    _output = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0, 1.0, 1.0, 1.0));
    return _output;
}
vec4 RadialGradientLayout_Stage1_c1_c0_c0_c0_c0_c0_c0_c0(vec4 _input) {
    vec4 _output;
    float t = length(vTransformedCoords_1_Stage0);
    _output = vec4(t, 1.0, 0.0, 0.0);
    return _output;
}
vec4 SingleIntervalGradientColorizer_Stage1_c1_c0_c0_c0_c0_c0_c1_c0(vec4 _input) {
    vec4 _output;
    float t = _input.x;
    _output = (1.0 - t) * ustart_Stage1_c1_c0_c0_c0_c0_c0_c1_c0 + t * uend_Stage1_c1_c0_c0_c0_c0_c0_c1_c0;
    return _output;
}
vec4 ClampedGradientEffect_Stage1_c1_c0_c0_c0_c0_c0(vec4 _input) {
    vec4 _output;
    vec4 t = RadialGradientLayout_Stage1_c1_c0_c0_c0_c0_c0_c0_c0(vec4(1.0));
    if (t.x < 0.0) {
        _output = uleftBorderColor_Stage1_c1_c0_c0_c0_c0_c0;
    } else if (t.x > 1.0) {
        _output = urightBorderColor_Stage1_c1_c0_c0_c0_c0_c0;
    } else {
        _output = SingleIntervalGradientColorizer_Stage1_c1_c0_c0_c0_c0_c0_c1_c0(t);
    }
    return _output;
}
vec4 OverrideInputFragmentProcessor_Stage1_c1_c0_c0_c0(vec4 _input) {
    vec4 _output;
    _output = ClampedGradientEffect_Stage1_c1_c0_c0_c0_c0_c0(vec4(1.0, 1.0, 1.0, 1.0));
    return _output;
}
vec4 TextureEffect_Stage1_c1_c0_c1_c0_c0_c0(vec4 _input) {
    vec4 _output;
    _output = texture(uTextureSampler_1_Stage1, vTransformedCoords_2_Stage0) * _input;
    return _output;
}
vec4 OverrideInputFragmentProcessor_Stage1_c1_c0_c1_c0(vec4 _input) {
    vec4 _output;
    _output = TextureEffect_Stage1_c1_c0_c1_c0_c0_c0(vec4(1.0, 1.0, 1.0, 1.0));
    return _output;
}
vec4 blend_dst_atop(vec4 src, vec4 dst) {
    return (1.0 - dst.w) * src + src.w * dst;
}
vec4 ComposeTwo_Stage1_c1_c0(vec4 _input) {
    vec4 _output;
    vec4 inputColor = vec4(_input.xyz, 1.0);
    _output = blend_dst_atop(OverrideInputFragmentProcessor_Stage1_c1_c0_c0_c0(inputColor), OverrideInputFragmentProcessor_Stage1_c1_c0_c1_c0(inputColor));
    _output *= _input.w;
    return _output;
}
void main() {
    vec4 output_Stage1;
    {
        output_Stage1 = mix(OverrideInputFragmentProcessor_Stage1_c0_c0(vec4(1.0)), ComposeTwo_Stage1_c1_c0(vec4(1.0)), uweight_Stage1);
    }
    {
        sk_FragColor = 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;
in vec2 position;
in vec4 color;
in vec2 localCoord;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_Stage0;
noperspective out vec2 vTransformedCoords_2_Stage0;
flat out vec4 vcolor_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;
    vTransformedCoords_2_Stage0 = (uCoordTransformMatrix_2_Stage0 * vec3(localCoord, 1.0)).xy;
    vcolor_Stage0 = color;
    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);
}