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path: root/shaders/skia/691.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 ucolor_Stage1_c0_c0_c0_c0;
uniform vec4 ucolor_Stage2;
noperspective in vec4 vcolor_Stage0;
vec4 ConstColorProcessor_Stage1_c0_c0_c0_c0(vec4 _input) {
    vec4 _output;
    {
        _output = _input.w * ucolor_Stage1_c0_c0_c0_c0;
    }
    return _output;
}
vec4 OverrideInputFragmentProcessor_Stage1_c0_c0(vec4 _input) {
    vec4 _output;
    vec4 constColor;
    {
        constColor = uniformColor_Stage1_c0_c0;
    }
    _output = ConstColorProcessor_Stage1_c0_c0_c0_c0(constColor);
    return _output;
}
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_luminosity(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(dsa, alpha, sda) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha);
}
void main() {
    vec4 outputColor_Stage0;
    {
        outputColor_Stage0 = vcolor_Stage0;
    }
    vec4 output_Stage1;
    {
        output_Stage1 = blend_luminosity(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;
in vec2 position;
in vec4 inColor;
noperspective out vec4 vcolor_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;
    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);
}