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path: root/shaders/skia/7-242.shader_test
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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 uleftBorderColor_Stage1_c0_c0;
uniform vec4 urightBorderColor_Stage1_c0_c0;
uniform float ubias_Stage1_c0_c0_c0_c0;
uniform float uscale_Stage1_c0_c0_c0_c0;
uniform vec4 ustart_Stage1_c0_c0_c1_c0;
uniform vec4 uend_Stage1_c0_c0_c1_c0;
in vec2 vTransformedCoords_0_Stage0;
in vec2 vTransformedCoords_1_Stage0;
flat in vec4 vcolor_Stage0;
in float vcoverage_Stage0;
flat in vec4 vgeomDomain_Stage0;
vec4 SweepGradientLayout_Stage1_c0_c0_c0_c0(vec4 _input) {
    vec4 _output;
    float angle;
    {
        angle = atan(-vTransformedCoords_0_Stage0.y, -vTransformedCoords_0_Stage0.x);
    }
    float t = ((angle * 0.15915493667125702 + 0.5) + ubias_Stage1_c0_c0_c0_c0) * uscale_Stage1_c0_c0_c0_c0;
    _output = vec4(t, 1.0, 0.0, 0.0);
    return _output;
}
vec4 SingleIntervalGradientColorizer_Stage1_c0_c0_c1_c0(vec4 _input) {
    vec4 _output;
    float t = _input.x;
    _output = (1.0 - t) * ustart_Stage1_c0_c0_c1_c0 + t * uend_Stage1_c0_c0_c1_c0;
    return _output;
}
vec4 ClampedGradientEffect_Stage1_c0_c0(vec4 _input) {
    vec4 _output;
    vec4 t = SweepGradientLayout_Stage1_c0_c0_c0_c0(vec4(1.0));
    if (t.x < 0.0) {
        _output = uleftBorderColor_Stage1_c0_c0;
    } else if (t.x > 1.0) {
        _output = urightBorderColor_Stage1_c0_c0;
    } else {
        _output = SingleIntervalGradientColorizer_Stage1_c0_c0_c1_c0(t);
    }
    return _output;
}
void main() {
    vec4 outputCoverage_Stage0;
    {
        float coverage = vcoverage_Stage0 * gl_FragCoord.w;
        vec4 geoDomain;
        geoDomain = vgeomDomain_Stage0;
        if (coverage < 0.5) {
            vec4 dists4 = clamp(vec4(1.0, 1.0, -1.0, -1.0) * (gl_FragCoord.xyxy - geoDomain), 0.0, 1.0);
            vec2 dists2 = dists4.xy * dists4.zw;
            coverage = min(coverage, dists2.x * dists2.y);
        }
        outputCoverage_Stage0 = vec4(coverage);
    }
    vec4 output_Stage1;
    {
        output_Stage1 = ClampedGradientEffect_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0));
    }
    vec4 output_Stage2;
    {
        output_Stage2 = output_Stage1;
        float value;
        {
            uint x = uint(vTransformedCoords_1_Stage0.x);
            uint y = uint(vTransformedCoords_1_Stage0.y);
            uint m = (((((y & 1u) << 5u | (x & 1u) << 4u) | (y & 2u) << 2u) | (x & 2u) << 1u) | (y & 4u) >> 1u) | (x & 4u) >> 2u;
            value = float(m) / 64.0 - 0.4921875;
        }
        output_Stage2 = vec4(clamp(output_Stage2.xyz + value * 0.0039215688593685627, 0.0, output_Stage2.w), output_Stage2.w);
    }
    {
        sk_FragColor = output_Stage2 * outputCoverage_Stage0;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
in vec4 positionWithCoverage;
in vec4 color;
in vec2 localCoord;
in vec4 geomDomain;
out vec2 vTransformedCoords_0_Stage0;
out vec2 vTransformedCoords_1_Stage0;
flat out vec4 vcolor_Stage0;
out float vcoverage_Stage0;
flat out vec4 vgeomDomain_Stage0;
void main() {
    vec3 position = positionWithCoverage.xyz;
    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 = positionWithCoverage.w * positionWithCoverage.z;
    vgeomDomain_Stage0 = geomDomain;
    gl_Position = vec4(position.x, position.y, 0.0, position.z);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}