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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 uColor_Stage0;
uniform vec4 ucircleData_Stage1_c0_c0_c0_c0_c0_c0;
uniform vec4 uinnerRect_Stage1_c1_c0;
uniform vec2 uradiusPlusHalf_Stage1_c1_c0;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_1_Stage1;
vec4 CircleBlurFragmentProcessor_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) {
    vec4 _output;
    vec2 vec = vec2((gl_FragCoord.x - ucircleData_Stage1_c0_c0_c0_c0_c0_c0.x) * ucircleData_Stage1_c0_c0_c0_c0_c0_c0.w, (gl_FragCoord.y - ucircleData_Stage1_c0_c0_c0_c0_c0_c0.y) * ucircleData_Stage1_c0_c0_c0_c0_c0_c0.w);
    float dist = length(vec) + (0.5 - ucircleData_Stage1_c0_c0_c0_c0_c0_c0.z) * ucircleData_Stage1_c0_c0_c0_c0_c0_c0.w;
    _output = _input * texture(uTextureSampler_0_Stage1, vec2(dist, 0.5)).w;
    return _output;
}
vec4 ColorTableEffect_Stage1_c0_c0_c0_c0_c1_c0(vec4 _input) {
    vec4 _output;
    float nonZeroAlpha = max(_input.w, 9.9999997473787516e-05);
    vec4 coord = vec4(_input.xyz / nonZeroAlpha, nonZeroAlpha);
    coord = coord * 0.9960939884185791 + vec4(0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579);
    _output.w = texture(uTextureSampler_1_Stage1, vec2(coord.w, 0.125)).w;
    _output.x = texture(uTextureSampler_1_Stage1, vec2(coord.x, 0.375)).w;
    _output.y = texture(uTextureSampler_1_Stage1, vec2(coord.y, 0.625)).w;
    _output.z = texture(uTextureSampler_1_Stage1, vec2(coord.z, 0.875)).w;
    _output.xyz *= _output.w;
    return _output;
}
float _blend_color_saturation(vec3 color) {
    return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z);
}
vec3 _blend_set_color_saturation_helper(vec3 minMidMax, float sat) {
    if (minMidMax.x < minMidMax.z) {
        return vec3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat);
    }
    return vec3(0.0);
}
vec3 _blend_set_color_saturation(vec3 hueLumColor, vec3 satColor) {
    float sat = _blend_color_saturation(satColor);
    if (hueLumColor.x <= hueLumColor.y) {
        if (hueLumColor.y <= hueLumColor.z) {
            hueLumColor.xyz = _blend_set_color_saturation_helper(hueLumColor, sat);
        } else if (hueLumColor.x <= hueLumColor.z) {
            hueLumColor.xzy = _blend_set_color_saturation_helper(hueLumColor.xzy, sat);
        } else {
            hueLumColor.zxy = _blend_set_color_saturation_helper(hueLumColor.zxy, sat);
        }
    } else if (hueLumColor.x <= hueLumColor.z) {
        hueLumColor.yxz = _blend_set_color_saturation_helper(hueLumColor.yxz, sat);
    } else if (hueLumColor.y <= hueLumColor.z) {
        hueLumColor.yzx = _blend_set_color_saturation_helper(hueLumColor.yzx, sat);
    } else {
        hueLumColor.zyx = _blend_set_color_saturation_helper(hueLumColor.zyx, sat);
    }
    return hueLumColor;
}
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_hue(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(_blend_set_color_saturation(sda, dsa), alpha, dsa) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha);
}
vec4 ComposeTwo_Stage1_c0_c0_c0_c0(vec4 _input) {
    vec4 _output;
    vec4 inputColor = vec4(_input.xyz, 1.0);
    _output = blend_hue(CircleBlurFragmentProcessor_Stage1_c0_c0_c0_c0_c0_c0(inputColor), ColorTableEffect_Stage1_c0_c0_c0_c0_c1_c0(inputColor));
    _output *= _input.w;
    return _output;
}
vec4 Big_Ole_Key_Stage1_c0_c0_c1_c0(vec4 _input) {
    vec4 _output;
    _output = _input;
    return _output;
}
vec4 blend_modulate(vec4 src, vec4 dst) {
    return src * dst;
}
vec4 ComposeTwo_Stage1_c0_c0(vec4 _input) {
    vec4 _output;
    vec4 inputColor = vec4(_input.xyz, 1.0);
    _output = blend_modulate(ComposeTwo_Stage1_c0_c0_c0_c0(inputColor), Big_Ole_Key_Stage1_c0_c0_c1_c0(inputColor));
    _output *= _input.w;
    return _output;
}
vec4 CircularRRect_Stage1_c1_c0(vec4 _input) {
    vec4 _output;
    vec2 dxy0 = uinnerRect_Stage1_c1_c0.xy - gl_FragCoord.xy;
    vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage1_c1_c0.zw;
    vec2 dxy = max(max(dxy0, dxy1), 0.0);
    float alpha = clamp(uradiusPlusHalf_Stage1_c1_c0.x - length(dxy), 0.0, 1.0);
    _output = _input * alpha;
    return _output;
}
vec4 blend_dst_out(vec4 src, vec4 dst) {
    return (1.0 - src.w) * dst;
}
void main() {
    vec4 outputColor_Stage0;
    {
        outputColor_Stage0 = uColor_Stage0;
    }
    vec4 output_Stage1;
    {
        vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
        output_Stage1 = blend_dst_out(ComposeTwo_Stage1_c0_c0(inputColor), CircularRRect_Stage1_c1_c0(inputColor));
        output_Stage1 *= outputColor_Stage0.w;
    }
    {
        sk_FragColor = output_Stage1;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uViewM_Stage0;
in vec2 position;
void main() {
    vec2 pos2 = (uViewM_Stage0 * vec3(position, 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);
}