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path: root/shaders/skia/424.shader_test
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[require]
GLSL >= 1.40

[fragment shader]
#version 140

out vec4 sk_FragColor;
uniform vec4 uniformColor_Stage1_c0_c0;
uniform vec4 uscale0_1_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
uniform vec4 uscale2_3_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
uniform vec4 uscale4_5_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
uniform vec4 uscale6_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
uniform vec4 uscale8_9_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
uniform vec4 uscale10_11_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
uniform vec4 ubias0_1_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
uniform vec4 ubias2_3_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
uniform vec4 ubias4_5_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
uniform vec4 ubias6_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
uniform vec4 ubias8_9_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
uniform vec4 ubias10_11_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
uniform vec4 uthresholds1_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
uniform vec4 uthresholds9_13_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
uniform vec4 ucolor_Stage2;
noperspective in vec4 vcolor_Stage0;
noperspective in vec2 vTransformedCoords_0_Stage0;
vec4 LinearGradientLayout_Stage1_c0_c0_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 UnrolledBinaryGradientColorizer_Stage1_c0_c0_c0_c0_c0_c0_c1_c0(vec4 _input) {
    vec4 _output;
    float t = _input.x;
    vec4 scale, bias;
    if (t < uthresholds1_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0.w) {
        if (t < uthresholds1_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0.y) {
            if (t < uthresholds1_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0.x) {
                scale = uscale0_1_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
                bias = ubias0_1_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
            } else {
                scale = uscale2_3_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
                bias = ubias2_3_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
            }
        } else {
            if (t < uthresholds1_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0.z) {
                scale = uscale4_5_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
                bias = ubias4_5_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
            } else {
                scale = uscale6_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
                bias = ubias6_7_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
            }
        }
    } else {
        {
            if (t < uthresholds9_13_Stage1_c0_c0_c0_c0_c0_c0_c1_c0.x) {
                scale = uscale8_9_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
                bias = ubias8_9_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
            } else {
                scale = uscale10_11_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
                bias = ubias10_11_Stage1_c0_c0_c0_c0_c0_c0_c1_c0;
            }
        }
    }
    _output = t * scale + bias;
    return _output;
}
vec4 TiledGradientEffect_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) {
    vec4 _output;
    vec4 t = LinearGradientLayout_Stage1_c0_c0_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 = UnrolledBinaryGradientColorizer_Stage1_c0_c0_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_c0_c0(vec4 _input) {
    vec4 _output;
    _output = blend_dst_in(_input, TiledGradientEffect_Stage1_c0_c0_c0_c0_c0_c0(vec4(1.0)));
    return _output;
}
vec4 OverrideInputFragmentProcessor_Stage1_c0_c0(vec4 _input) {
    vec4 _output;
    vec4 constColor;
    {
        constColor = uniformColor_Stage1_c0_c0;
    }
    _output = ComposeOne_Stage1_c0_c0_c0_c0(constColor);
    return _output;
}
vec4 blend_src_over(vec4 src, vec4 dst) {
    return src + (1.0 - src.w) * dst;
}
vec4 blend_lighten(vec4 src, vec4 dst) {
    vec4 result = blend_src_over(src, dst);
    result.xyz = max(result.xyz, (1.0 - dst.w) * src.xyz + dst.xyz);
    return result;
}
void main() {
    vec4 outputColor_Stage0;
    {
        outputColor_Stage0 = vcolor_Stage0;
    }
    vec4 output_Stage1;
    {
        output_Stage1 = blend_lighten(OverrideInputFragmentProcessor_Stage1_c0_c0(vec4(1.0)), outputColor_Stage0);
    }
    vec4 output_Stage2;
    {
        {
            output_Stage2 = output_Stage1 * ucolor_Stage2;
        }
    }
    {
        sk_FragColor = output_Stage2;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uViewM_Stage0;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec2 position;
in vec4 inColor;
in vec2 inLocalCoord;
noperspective out vec4 vcolor_Stage0;
noperspective out vec2 vTransformedCoords_0_Stage0;
void main() {
    vec4 color = inColor;
    color = color.zyxw;
    color = vec4(color.xyz * color.w, color.w);
    vcolor_Stage0 = color;
    vec2 pos2 = (uViewM_Stage0 * vec3(position, 1.0)).xy;
    vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inLocalCoord, 1.0)).xy;
    gl_Position = vec4(pos2.x, pos2.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);
}