summaryrefslogtreecommitdiff
path: root/shaders/skia/655-2.shader_test
blob: ad8218c00f97b443e5ad5a11d8b0fff74884d896 (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
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
[require]
GLSL >= 1.40

[fragment shader]
#version 140

#extension GL_KHR_blend_equation_advanced : require
out vec4 sk_FragColor;
layout (blend_support_all_equations) out ;
uniform vec4 ucircle_Stage1_c0_c0_c0_c0_c0_c0;
uniform vec4 ucircle_Stage1_c0_c0_c0_c0_c1_c0;
uniform vec2 uImageIncrement_Stage1_c0_c0_c1_c0_c0_c0;
uniform vec2 uBounds_Stage1_c0_c0_c1_c0_c0_c0;
uniform vec4 uKernel_Stage1_c0_c0_c1_c0_c0_c0[3];
uniform vec4 ucircle_Stage1_c0_c0_c1_c0_c1_c0;
uniform vec4 uinnerRect_Stage1_c1_c0;
uniform vec2 uinvRadiiXY_Stage1_c1_c0;
uniform sampler2D uTextureSampler_0_Stage1;
noperspective in vec2 vEllipseOffsets0_Stage0;
noperspective in vec2 vEllipseOffsets1_Stage0;
noperspective in vec4 vinColor_Stage0;
noperspective in vec2 vTransformedCoords_0_Stage0;
vec4 CircleEffect_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) {
    vec4 _output;
    float d;
    {
        d = (length((ucircle_Stage1_c0_c0_c0_c0_c0_c0.xy - gl_FragCoord.xy) * ucircle_Stage1_c0_c0_c0_c0_c0_c0.w) - 1.0) * ucircle_Stage1_c0_c0_c0_c0_c0_c0.z;
    }
    {
        _output = _input * clamp(d, 0.0, 1.0);
    }
    return _output;
}
vec4 CircleEffect_Stage1_c0_c0_c0_c0_c1_c0(vec4 _input) {
    vec4 _output;
    float d;
    {
        d = (1.0 - length((ucircle_Stage1_c0_c0_c0_c0_c1_c0.xy - gl_FragCoord.xy) * ucircle_Stage1_c0_c0_c0_c0_c1_c0.w)) * ucircle_Stage1_c0_c0_c0_c0_c1_c0.z;
    }
    {
        _output = _input * clamp(d, 0.0, 1.0);
    }
    return _output;
}
vec4 blend_exclusion(vec4 src, vec4 dst) {
    return vec4((dst.xyz + src.xyz) - (2.0 * dst.xyz) * src.xyz, src.w + (1.0 - src.w) * dst.w);
}
vec4 ComposeTwo_Stage1_c0_c0_c0_c0(vec4 _input) {
    vec4 _output;
    vec4 inputColor = vec4(_input.xyz, 1.0);
    _output = blend_exclusion(CircleEffect_Stage1_c0_c0_c0_c0_c0_c0(inputColor), CircleEffect_Stage1_c0_c0_c0_c0_c1_c0(inputColor));
    _output *= _input.w;
    return _output;
}
vec4 GaussianConvolution_Stage1_c0_c0_c1_c0_c0_c0(vec4 _input) {
    vec4 _output;
    _output = vec4(0.0, 0.0, 0.0, 0.0);
    vec2 coord = vTransformedCoords_0_Stage0 - 4.0 * uImageIncrement_Stage1_c0_c0_c1_c0_c0_c0;
    vec2 coordSampled = vec2(0.0, 0.0);
    coordSampled = coord;
    if (coord.x >= uBounds_Stage1_c0_c0_c1_c0_c0_c0.x && coord.x <= uBounds_Stage1_c0_c0_c1_c0_c0_c0.y) {
        _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c1_c0_c0_c0[0].x;
    }
    coord += uImageIncrement_Stage1_c0_c0_c1_c0_c0_c0;
    coordSampled = coord;
    if (coord.x >= uBounds_Stage1_c0_c0_c1_c0_c0_c0.x && coord.x <= uBounds_Stage1_c0_c0_c1_c0_c0_c0.y) {
        _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c1_c0_c0_c0[0].y;
    }
    coord += uImageIncrement_Stage1_c0_c0_c1_c0_c0_c0;
    coordSampled = coord;
    if (coord.x >= uBounds_Stage1_c0_c0_c1_c0_c0_c0.x && coord.x <= uBounds_Stage1_c0_c0_c1_c0_c0_c0.y) {
        _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c1_c0_c0_c0[0].z;
    }
    coord += uImageIncrement_Stage1_c0_c0_c1_c0_c0_c0;
    coordSampled = coord;
    if (coord.x >= uBounds_Stage1_c0_c0_c1_c0_c0_c0.x && coord.x <= uBounds_Stage1_c0_c0_c1_c0_c0_c0.y) {
        _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c1_c0_c0_c0[0].w;
    }
    coord += uImageIncrement_Stage1_c0_c0_c1_c0_c0_c0;
    coordSampled = coord;
    if (coord.x >= uBounds_Stage1_c0_c0_c1_c0_c0_c0.x && coord.x <= uBounds_Stage1_c0_c0_c1_c0_c0_c0.y) {
        _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c1_c0_c0_c0[1].x;
    }
    coord += uImageIncrement_Stage1_c0_c0_c1_c0_c0_c0;
    coordSampled = coord;
    if (coord.x >= uBounds_Stage1_c0_c0_c1_c0_c0_c0.x && coord.x <= uBounds_Stage1_c0_c0_c1_c0_c0_c0.y) {
        _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c1_c0_c0_c0[1].y;
    }
    coord += uImageIncrement_Stage1_c0_c0_c1_c0_c0_c0;
    coordSampled = coord;
    if (coord.x >= uBounds_Stage1_c0_c0_c1_c0_c0_c0.x && coord.x <= uBounds_Stage1_c0_c0_c1_c0_c0_c0.y) {
        _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c1_c0_c0_c0[1].z;
    }
    coord += uImageIncrement_Stage1_c0_c0_c1_c0_c0_c0;
    coordSampled = coord;
    if (coord.x >= uBounds_Stage1_c0_c0_c1_c0_c0_c0.x && coord.x <= uBounds_Stage1_c0_c0_c1_c0_c0_c0.y) {
        _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c1_c0_c0_c0[1].w;
    }
    coord += uImageIncrement_Stage1_c0_c0_c1_c0_c0_c0;
    coordSampled = coord;
    if (coord.x >= uBounds_Stage1_c0_c0_c1_c0_c0_c0.x && coord.x <= uBounds_Stage1_c0_c0_c1_c0_c0_c0.y) {
        _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c1_c0_c0_c0[2].x;
    }
    coord += uImageIncrement_Stage1_c0_c0_c1_c0_c0_c0;
    _output *= _input;
    return _output;
}
vec4 CircleEffect_Stage1_c0_c0_c1_c0_c1_c0(vec4 _input) {
    vec4 _output;
    float d;
    {
        d = (length((ucircle_Stage1_c0_c0_c1_c0_c1_c0.xy - gl_FragCoord.xy) * ucircle_Stage1_c0_c0_c1_c0_c1_c0.w) - 1.0) * ucircle_Stage1_c0_c0_c1_c0_c1_c0.z;
    }
    {
        _output = _input * clamp(d, 0.0, 1.0);
    }
    return _output;
}
vec4 blend_xor(vec4 src, vec4 dst) {
    return (1.0 - dst.w) * src + (1.0 - src.w) * dst;
}
vec4 ComposeTwo_Stage1_c0_c0_c1_c0(vec4 _input) {
    vec4 _output;
    vec4 inputColor = vec4(_input.xyz, 1.0);
    _output = blend_xor(GaussianConvolution_Stage1_c0_c0_c1_c0_c0_c0(inputColor), CircleEffect_Stage1_c0_c0_c1_c0_c1_c0(inputColor));
    _output *= _input.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(vec4 _input) {
    vec4 _output;
    vec4 inputColor = vec4(_input.xyz, 1.0);
    _output = blend_hue(ComposeTwo_Stage1_c0_c0_c0_c0(inputColor), ComposeTwo_Stage1_c0_c0_c1_c0(inputColor));
    _output *= _input.w;
    return _output;
}
vec4 EllipticalRRect_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);
    vec2 Z = dxy * uinvRadiiXY_Stage1_c1_c0;
    float implicit = dot(Z, dxy) - 1.0;
    float grad_dot = 4.0 * dot(Z, Z);
    grad_dot = max(grad_dot, 9.9999997473787516e-05);
    float approx_dist = implicit * inversesqrt(grad_dot);
    float alpha = clamp(0.5 + approx_dist, 0.0, 1.0);
    _output = _input * alpha;
    return _output;
}
void main() {
    vec4 outputColor_Stage0;
    vec4 outputCoverage_Stage0;
    {
        outputColor_Stage0 = vinColor_Stage0;
        vec2 scaledOffset = vEllipseOffsets0_Stage0;
        float test = dot(scaledOffset, scaledOffset) - 1.0;
        vec2 duvdx = dFdx(vEllipseOffsets0_Stage0);
        vec2 duvdy = dFdy(vEllipseOffsets0_Stage0);
        vec2 grad = vec2(vEllipseOffsets0_Stage0.x * duvdx.x + vEllipseOffsets0_Stage0.y * duvdx.y, vEllipseOffsets0_Stage0.x * duvdy.x + vEllipseOffsets0_Stage0.y * duvdy.y);
        float grad_dot = 4.0 * dot(grad, grad);
        grad_dot = max(grad_dot, 1.1754999560161448e-38);
        float invlen = inversesqrt(grad_dot);
        float edgeAlpha = clamp(0.5 - test * invlen, 0.0, 1.0);
        scaledOffset = vEllipseOffsets1_Stage0;
        test = dot(scaledOffset, scaledOffset) - 1.0;
        duvdx = dFdx(vEllipseOffsets1_Stage0);
        duvdy = dFdy(vEllipseOffsets1_Stage0);
        grad = vec2(vEllipseOffsets1_Stage0.x * duvdx.x + vEllipseOffsets1_Stage0.y * duvdx.y, vEllipseOffsets1_Stage0.x * duvdy.x + vEllipseOffsets1_Stage0.y * duvdy.y);
        grad_dot = 4.0 * dot(grad, grad);
        invlen = inversesqrt(grad_dot);
        edgeAlpha *= clamp(0.5 + test * invlen, 0.0, 1.0);
        outputCoverage_Stage0 = vec4(edgeAlpha);
    }
    vec4 output_Stage1;
    {
        vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
        output_Stage1 = blend_exclusion(ComposeTwo_Stage1_c0_c0(inputColor), EllipticalRRect_Stage1_c1_c0(inputColor));
        output_Stage1 *= outputColor_Stage0.w;
    }
    {
        sk_FragColor = outputCoverage_Stage0 * output_Stage1;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uViewM_Stage0;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec2 inPosition;
in vec4 inColor;
in vec2 inEllipseOffsets0;
in vec2 inEllipseOffsets1;
noperspective out vec2 vEllipseOffsets0_Stage0;
noperspective out vec2 vEllipseOffsets1_Stage0;
noperspective out vec4 vinColor_Stage0;
noperspective out vec2 vTransformedCoords_0_Stage0;
void main() {
    vEllipseOffsets0_Stage0 = inEllipseOffsets0;
    vEllipseOffsets1_Stage0 = inEllipseOffsets1;
    vinColor_Stage0 = inColor;
    vec2 pos2 = (uViewM_Stage0 * vec3(inPosition, 1.0)).xy;
    vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 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);
}