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path: root/shaders/skia/298-5.shader_test
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[require]
GLSL >= 1.40

[fragment shader]
#version 140

#extension GL_ARB_fragment_coord_conventions : require
layout(origin_upper_left) in vec4 gl_FragCoord;
out vec4 sk_FragColor;
uniform vec4 uinnerRect_Stage2_c1_c0;
uniform vec4 uinvRadiiLTRB_Stage2_c1_c0;
uniform sampler2D uTextureSampler_0_Stage1;
noperspective in vec2 vTransformedCoords_0_Stage0;
vec4 ClampFragmentProcessor_Stage2_c0_c0(vec4 _input) {
    vec4 _output;
    {
        _output = clamp(_input, 0.0, 1.0);
    }
    return _output;
}
vec4 EllipticalRRect_Stage2_c1_c0(vec4 _input) {
    vec4 _output;
    vec2 dxy0 = uinnerRect_Stage2_c1_c0.xy - gl_FragCoord.xy;
    vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage2_c1_c0.zw;
    vec2 dxy = max(max(dxy0, dxy1), 0.0);
    vec2 Z = max(max(dxy0 * uinvRadiiLTRB_Stage2_c1_c0.xy, dxy1 * uinvRadiiLTRB_Stage2_c1_c0.zw), 0.0);
    float implicit = dot(Z, dxy) - 1.0;
    float grad_dot = 4.0 * dot(Z, Z);
    grad_dot = max(grad_dot, 9.9999997473787516e-05);
    float approx_dist = implicit * inversesqrt(grad_dot);
    float alpha = clamp(0.5 + approx_dist, 0.0, 1.0);
    _output = _input * 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_luminosity(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(dsa, alpha, sda) + 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_luminosity(ClampFragmentProcessor_Stage2_c0_c0(inputColor), EllipticalRRect_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;
in vec2 position;
in vec2 localCoord;
noperspective out vec2 vTransformedCoords_0_Stage0;
void main() {
    vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_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);
}