summaryrefslogtreecommitdiff
path: root/shaders/skia/52-61.shader_test
blob: a4bee9456b051a7d971f9de986a908129c5b4df3 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
[require]
GLSL >= 1.40
GL_KHR_blend_equation_advanced

[fragment shader]
#version 140

#extension GL_KHR_blend_equation_advanced : require
out vec4 sk_FragColor;
layout (blend_support_all_equations) out ;
uniform vec2 uImageIncrement_Stage1;
uniform vec4 uKernel_Stage1[2];
uniform vec2 uKernelOffset_Stage1;
uniform float uGain_Stage1;
uniform float uBias_Stage1;
uniform vec4 uTexDom_Stage1;
uniform sampler2D uTextureSampler_0_Stage0;
uniform sampler2D uTextureSampler_0_Stage1;
in vec2 vTextureCoords_Stage0;
flat in int vTexIndex_Stage0;
in vec2 vIntTextureCoords_Stage0;
in vec4 vinColor_Stage0;
in vec2 vTransformedCoords_0_Stage0;
void main() {
    vec4 outputColor_Stage0;
    vec4 outputCoverage_Stage0;
    {
        outputColor_Stage0 = vinColor_Stage0;
        vec2 uv = vTextureCoords_Stage0;
        vec4 texColor;
        {
            texColor = texture(uTextureSampler_0_Stage0, uv);
        }
        float distance = 7.96875 * (texColor.x - 0.50196081399917603);
        float afwidth;
        vec2 dist_grad = vec2(dFdx(distance), dFdy(distance));
        float dg_len2 = dot(dist_grad, dist_grad);
        if (dg_len2 < 9.9999997473787516e-05) {
            dist_grad = vec2(0.70709997415542603, 0.70709997415542603);
        } else {
            dist_grad = dist_grad * inversesqrt(dg_len2);
        }
        vec2 Jdx = dFdx(vIntTextureCoords_Stage0);
        vec2 Jdy = dFdy(vIntTextureCoords_Stage0);
        vec2 grad = vec2(dist_grad.x * Jdx.x + dist_grad.y * Jdy.x, dist_grad.x * Jdx.y + dist_grad.y * Jdy.y);
        afwidth = 0.64999997615814209 * length(grad);
        float val = clamp((distance + afwidth) / (2.0 * afwidth), 0.0, 1.0);
        outputCoverage_Stage0 = vec4(val);
    }
    vec4 output_Stage1;
    {
        vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
        vec2 coord = vTransformedCoords_0_Stage0 - uKernelOffset_Stage1 * uImageIncrement_Stage1;
        vec4 c;
        {
            float k = uKernel_Stage1[0].x;
            {
                vec2 origCoord = coord;
                vec2 clampedCoord;
                clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw);
                vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
                c = textureColor;
            }
            c.xyz /= c.w;
            c.xyz = clamp(c.xyz, 0.0, 1.0);
            sum += c * k;
        }
        {
            float k = uKernel_Stage1[0].y;
            {
                vec2 origCoord = coord + vec2(0.0, 1.0) * uImageIncrement_Stage1;
                vec2 clampedCoord;
                clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw);
                vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
                c = textureColor;
            }
            c.xyz /= c.w;
            c.xyz = clamp(c.xyz, 0.0, 1.0);
            sum += c * k;
        }
        {
            float k = uKernel_Stage1[0].z;
            {
                vec2 origCoord = coord + vec2(0.0, 2.0) * uImageIncrement_Stage1;
                vec2 clampedCoord;
                clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw);
                vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
                c = textureColor;
            }
            c.xyz /= c.w;
            c.xyz = clamp(c.xyz, 0.0, 1.0);
            sum += c * k;
        }
        {
            float k = uKernel_Stage1[0].w;
            {
                vec2 origCoord = coord + vec2(0.0, 3.0) * uImageIncrement_Stage1;
                vec2 clampedCoord;
                clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw);
                vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
                c = textureColor;
            }
            c.xyz /= c.w;
            c.xyz = clamp(c.xyz, 0.0, 1.0);
            sum += c * k;
        }
        {
            float k = uKernel_Stage1[1].x;
            {
                vec2 origCoord = coord + vec2(0.0, 4.0) * uImageIncrement_Stage1;
                vec2 clampedCoord;
                clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw);
                vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
                c = textureColor;
            }
            c.xyz /= c.w;
            c.xyz = clamp(c.xyz, 0.0, 1.0);
            sum += c * k;
        }
        {
            float k = uKernel_Stage1[1].y;
            {
                vec2 origCoord = coord + vec2(0.0, 5.0) * uImageIncrement_Stage1;
                vec2 clampedCoord;
                clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw);
                vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
                c = textureColor;
            }
            c.xyz /= c.w;
            c.xyz = clamp(c.xyz, 0.0, 1.0);
            sum += c * k;
        }
        {
            vec2 origCoord = vTransformedCoords_0_Stage0;
            vec2 clampedCoord;
            clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw);
            vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
            c = textureColor;
        }
        output_Stage1.w = c.w;
        output_Stage1.xyz = clamp(sum.xyz * uGain_Stage1 + uBias_Stage1, 0.0, 1.0);
        output_Stage1.xyz *= output_Stage1.w;
        output_Stage1 *= outputCoverage_Stage0;
    }
    {
        sk_FragColor = output_Stage1 * outputColor_Stage0;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform vec2 uAtlasDimensionsInv_Stage0;
uniform mat3 uViewM_Stage0;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec2 inPosition;
in vec4 inColor;
in uvec2 inTextureCoords;
out vec2 vTextureCoords_Stage0;
flat out int vTexIndex_Stage0;
out vec2 vIntTextureCoords_Stage0;
out vec4 vinColor_Stage0;
out vec2 vTransformedCoords_0_Stage0;
void main() {
    ivec2 signedCoords = ivec2(int(inTextureCoords.x), int(inTextureCoords.y));
    vec2 unormTexCoords = vec2(float(signedCoords.x / 2), float(signedCoords.y / 2));
    vTextureCoords_Stage0 = unormTexCoords * uAtlasDimensionsInv_Stage0;
    vTexIndex_Stage0 = 0;
    vIntTextureCoords_Stage0 = unormTexCoords;
    vinColor_Stage0 = inColor;
    vec3 pos3 = uViewM_Stage0 * vec3(inPosition, 1.0);
    vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy;
    gl_Position = vec4(pos3.x, pos3.y, 0.0, pos3.z);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}