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path: root/shaders/skia/7-41.shader_test
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[require]
GLSL >= 1.40

[fragment shader]
#version 140

out vec4 sk_FragColor;
uniform vec4 uleftBorderColor_Stage1_c0_c0;
uniform vec4 urightBorderColor_Stage1_c0_c0;
uniform vec4 uscale01_Stage1_c0_c0_c1_c0;
uniform vec4 ubias01_Stage1_c0_c0_c1_c0;
uniform vec4 uscale23_Stage1_c0_c0_c1_c0;
uniform vec4 ubias23_Stage1_c0_c0_c1_c0;
uniform float uthreshold_Stage1_c0_c0_c1_c0;
uniform vec4 ucolor_Stage2_c1_c0;
noperspective in vec2 vTransformedCoords_0_Stage0;
flat in vec4 vcolor_Stage0;
vec4 RadialGradientLayout_Stage1_c0_c0_c0_c0(vec4 _input) {
    vec4 _output;
    float t = length(vTransformedCoords_0_Stage0);
    _output = vec4(t, 1.0, 0.0, 0.0);
    return _output;
}
vec4 DualIntervalGradientColorizer_Stage1_c0_c0_c1_c0(vec4 _input) {
    vec4 _output;
    float t = _input.x;
    vec4 scale, bias;
    if (t < uthreshold_Stage1_c0_c0_c1_c0) {
        scale = uscale01_Stage1_c0_c0_c1_c0;
        bias = ubias01_Stage1_c0_c0_c1_c0;
    } else {
        scale = uscale23_Stage1_c0_c0_c1_c0;
        bias = ubias23_Stage1_c0_c0_c1_c0;
    }
    _output = t * scale + bias;
    return _output;
}
vec4 ClampedGradientEffect_Stage1_c0_c0(vec4 _input) {
    vec4 _output;
    vec4 t = RadialGradientLayout_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 = DualIntervalGradientColorizer_Stage1_c0_c0_c1_c0(t);
    }
    return _output;
}
vec4 ConstColorProcessor_Stage2_c1_c0(vec4 _input) {
    vec4 _output;
    {
        _output = ucolor_Stage2_c1_c0;
    }
    return _output;
}
vec4 blend_src_over(vec4 src, vec4 dst) {
    return src + (1.0 - src.w) * dst;
}
vec4 blend_darken(vec4 src, vec4 dst) {
    vec4 result = blend_src_over(src, dst);
    result.xyz = min(result.xyz, (1.0 - dst.w) * src.xyz + dst.xyz);
    return result;
}
void main() {
    vec4 output_Stage1;
    {
        output_Stage1 = ClampedGradientEffect_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0));
    }
    vec4 output_Stage2;
    {
        output_Stage2 = blend_darken(ConstColorProcessor_Stage2_c1_c0(vec4(1.0)), output_Stage1);
    }
    {
        sk_FragColor = output_Stage2;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec2 position;
in vec4 color;
in vec2 localCoord;
noperspective out vec2 vTransformedCoords_0_Stage0;
flat out vec4 vcolor_Stage0;
void main() {
    vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy;
    vcolor_Stage0 = color;
    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);
}