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path: root/shaders/skia/4-315.shader_test
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[require]
GLSL >= 1.40

[fragment shader]
#version 140

out vec4 sk_FragColor;
uniform float ubias_Stage1_c0_c0_c0_c0;
uniform float uscale_Stage1_c0_c0_c0_c0;
uniform vec4 uscale0_1_Stage1_c0_c0_c1_c0;
uniform vec4 uscale2_3_Stage1_c0_c0_c1_c0;
uniform vec4 uscale4_5_Stage1_c0_c0_c1_c0;
uniform vec4 ubias0_1_Stage1_c0_c0_c1_c0;
uniform vec4 ubias2_3_Stage1_c0_c0_c1_c0;
uniform vec4 ubias4_5_Stage1_c0_c0_c1_c0;
uniform vec4 uthresholds1_7_Stage1_c0_c0_c1_c0;
uniform vec4 uthresholds9_13_Stage1_c0_c0_c1_c0;
noperspective in vec2 vTransformedCoords_0_Stage0;
flat in vec4 vcolor_Stage0;
vec4 SweepGradientLayout_Stage1_c0_c0_c0_c0(vec4 _input) {
    vec4 _output;
    float angle;
    {
        angle = atan(-vTransformedCoords_0_Stage0.y, -vTransformedCoords_0_Stage0.x);
    }
    float t = ((angle * 0.15915493667125702 + 0.5) + ubias_Stage1_c0_c0_c0_c0) * uscale_Stage1_c0_c0_c0_c0;
    _output = vec4(t, 1.0, 0.0, 0.0);
    return _output;
}
vec4 UnrolledBinaryGradientColorizer_Stage1_c0_c0_c1_c0(vec4 _input) {
    vec4 _output;
    float t = _input.x;
    vec4 scale, bias;
    {
        if (t < uthresholds1_7_Stage1_c0_c0_c1_c0.y) {
            if (t < uthresholds1_7_Stage1_c0_c0_c1_c0.x) {
                scale = uscale0_1_Stage1_c0_c0_c1_c0;
                bias = ubias0_1_Stage1_c0_c0_c1_c0;
            } else {
                scale = uscale2_3_Stage1_c0_c0_c1_c0;
                bias = ubias2_3_Stage1_c0_c0_c1_c0;
            }
        } else {
            {
                scale = uscale4_5_Stage1_c0_c0_c1_c0;
                bias = ubias4_5_Stage1_c0_c0_c1_c0;
            }
        }
    }
    _output = t * scale + bias;
    return _output;
}
vec4 TiledGradientEffect_Stage1_c0_c0(vec4 _input) {
    vec4 _output;
    vec4 t = SweepGradientLayout_Stage1_c0_c0_c0_c0(vec4(1.0));
    {
        {
            t.x = fract(t.x);
        }
        _output = UnrolledBinaryGradientColorizer_Stage1_c0_c0_c1_c0(t);
    }
    return _output;
}
void main() {
    vec4 output_Stage1;
    {
        output_Stage1 = TiledGradientEffect_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0));
    }
    {
        sk_FragColor = output_Stage1;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec2 position;
in vec4 color;
in vec2 localCoord;
noperspective out vec2 vTransformedCoords_0_Stage0;
flat out vec4 vcolor_Stage0;
void main() {
    vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_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);
}