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path: root/shaders/skia/40-77.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 ustart_Stage1_c0_c0_c0_c0_c1_c0;
uniform vec4 uend_Stage1_c0_c0_c0_c0_c1_c0;
uniform vec4 urectH_Stage2;
uniform float uinvSixSigma_Stage2;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_0_Stage2;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
flat in vec4 vcolor_Stage0;
vec4 LinearGradientLayout_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) {
    vec4 _output;
    float t = vTransformedCoords_0_Stage0.x + 9.9999997473787516e-06;
    _output = vec4(t, 1.0, 0.0, 0.0);
    return _output;
}
vec4 SingleIntervalGradientColorizer_Stage1_c0_c0_c0_c0_c1_c0(vec4 _input) {
    vec4 _output;
    float t = _input.x;
    _output = (1.0 - t) * ustart_Stage1_c0_c0_c0_c0_c1_c0 + t * uend_Stage1_c0_c0_c0_c0_c1_c0;
    return _output;
}
vec4 TiledGradientEffect_Stage1_c0_c0_c0_c0(vec4 _input) {
    vec4 _output;
    vec4 t = LinearGradientLayout_Stage1_c0_c0_c0_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 = SingleIntervalGradientColorizer_Stage1_c0_c0_c0_c0_c1_c0(t);
    }
    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);
}
vec4 ComposeOne_Stage1_c0_c0(vec4 _input) {
    vec4 _output;
    _output = blend_dst_in(_input, TiledGradientEffect_Stage1_c0_c0_c0_c0(vec4(1.0)));
    return _output;
}
vec4 TextureEffect_Stage1_c1_c0(vec4 _input) {
    vec4 _output;
    _output = texture(uTextureSampler_0_Stage1, vTransformedCoords_1_Stage0) * _input;
    return _output;
}
void main() {
    vec4 outputColor_Stage0;
    {
        outputColor_Stage0 = vcolor_Stage0;
    }
    vec4 output_Stage1;
    {
        output_Stage1 = TextureEffect_Stage1_c1_c0(ComposeOne_Stage1_c0_c0(outputColor_Stage0));
    }
    vec4 output_Stage2;
    {
        float xCoverage, yCoverage;
        {
            float x, y;
            {
                x = max(urectH_Stage2.x - gl_FragCoord.x, gl_FragCoord.x - urectH_Stage2.z);
                y = max(urectH_Stage2.y - gl_FragCoord.y, gl_FragCoord.y - urectH_Stage2.w);
            }
            xCoverage = texture(uTextureSampler_0_Stage2, vec2(x * uinvSixSigma_Stage2, 0.5)).w;
            yCoverage = texture(uTextureSampler_0_Stage2, vec2(y * uinvSixSigma_Stage2, 0.5)).w;
            output_Stage2 = vec4(xCoverage) * yCoverage;
        }
        output_Stage2 = vec4(xCoverage) * yCoverage;
    }
    {
        sk_FragColor = output_Stage1 * output_Stage2;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
in vec2 position;
in vec4 color;
in vec2 localCoord;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_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;
    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);
}