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path: root/shaders/skia/52-51.shader_test
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[require]
GLSL >= 1.40

[fragment shader]
#version 140

out vec4 sk_FragColor;
uniform vec4 uleftBorderColor_Stage2_c1_c0_c0_c0;
uniform vec4 urightBorderColor_Stage2_c1_c0_c0_c0;
uniform vec4 ustart_Stage2_c1_c0_c0_c0_c1_c0;
uniform vec4 uend_Stage2_c1_c0_c0_c0_c1_c0;
uniform sampler2D uTextureSampler_0_Stage1;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
flat in vec4 vcolor_Stage0;
noperspective in float vcoverage_Stage0;
vec4 TextureEffect_Stage1_c0_c0(vec4 _input) {
    vec4 _output;
    _output = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0) * _input;
    return _output;
}
vec4 RadialGradientLayout_Stage2_c1_c0_c0_c0_c0_c0(vec4 _input) {
    vec4 _output;
    float t = length(vTransformedCoords_1_Stage0);
    _output = vec4(t, 1.0, 0.0, 0.0);
    return _output;
}
vec4 SingleIntervalGradientColorizer_Stage2_c1_c0_c0_c0_c1_c0(vec4 _input) {
    vec4 _output;
    float t = _input.x;
    _output = (1.0 - t) * ustart_Stage2_c1_c0_c0_c0_c1_c0 + t * uend_Stage2_c1_c0_c0_c0_c1_c0;
    return _output;
}
vec4 ClampedGradientEffect_Stage2_c1_c0_c0_c0(vec4 _input) {
    vec4 _output;
    vec4 t = RadialGradientLayout_Stage2_c1_c0_c0_c0_c0_c0(vec4(1.0));
    if (t.x < 0.0) {
        _output = uleftBorderColor_Stage2_c1_c0_c0_c0;
    } else if (t.x > 1.0) {
        _output = urightBorderColor_Stage2_c1_c0_c0_c0;
    } else {
        _output = SingleIntervalGradientColorizer_Stage2_c1_c0_c0_c0_c1_c0(t);
    }
    {
        _output.xyz *= _output.w;
    }
    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_Stage2_c1_c0(vec4 _input) {
    vec4 _output;
    _output = blend_dst_in(_input, ClampedGradientEffect_Stage2_c1_c0_c0_c0(vec4(1.0)));
    return _output;
}
void main() {
    vec4 outputCoverage_Stage0;
    {
        float coverage = vcoverage_Stage0;
        outputCoverage_Stage0 = vec4(coverage);
    }
    vec4 output_Stage1;
    {
        output_Stage1 = TextureEffect_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0));
    }
    vec4 output_Stage2;
    {
        output_Stage2 = blend_src_in(outputCoverage_Stage0, ComposeOne_Stage2_c1_c0(vec4(1.0)));
    }
    {
        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 float coverage;
in vec4 color;
in vec2 localCoord;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_Stage0;
flat out vec4 vcolor_Stage0;
noperspective out float vcoverage_Stage0;
void main() {
    vec2 position = position;
    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;
    vcoverage_Stage0 = coverage;
    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);
}