summaryrefslogtreecommitdiff
path: root/shaders/skia/973-1.shader_test
blob: 37b49101163772c0e6d52bf84d144918a9c9d774 (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
[require]
GLSL >= 1.40

[fragment shader]
#version 140

out vec4 sk_FragColor;
uniform vec4 uleftBorderColor_Stage2_c0_c0;
uniform vec4 urightBorderColor_Stage2_c0_c0;
uniform vec2 ufocalParams_Stage2_c0_c0_c0_c0;
uniform vec4 uscale0_1_Stage2_c0_c0_c1_c0;
uniform vec4 uscale2_3_Stage2_c0_c0_c1_c0;
uniform vec4 uscale4_5_Stage2_c0_c0_c1_c0;
uniform vec4 uscale6_7_Stage2_c0_c0_c1_c0;
uniform vec4 ubias0_1_Stage2_c0_c0_c1_c0;
uniform vec4 ubias2_3_Stage2_c0_c0_c1_c0;
uniform vec4 ubias4_5_Stage2_c0_c0_c1_c0;
uniform vec4 ubias6_7_Stage2_c0_c0_c1_c0;
uniform vec4 uthresholds1_7_Stage2_c0_c0_c1_c0;
uniform vec4 uthresholds9_13_Stage2_c0_c0_c1_c0;
uniform sampler2D uTextureSampler_0_Stage1;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
vec4 TwoPointConicalGradientLayout_Stage2_c0_c0_c0_c0(vec4 _input) {
    vec4 _output;
    vec2 p = vTransformedCoords_1_Stage0;
    float t = -1.0;
    {
        {
            float invR1 = ufocalParams_Stage2_c0_c0_c0_c0.x;
            float x_t = -1.0;
            {
                x_t = length(p) - p.x * invR1;
            }
            {
                {
                    t = x_t;
                }
            }
            {
                t = 1.0 - t;
            }
        }
    }
    _output = vec4(t, 1.0, 0.0, 0.0);
    return _output;
}
vec4 UnrolledBinaryGradientColorizer_Stage2_c0_c0_c1_c0(vec4 _input) {
    vec4 _output;
    float t = _input.x;
    vec4 scale, bias;
    {
        if (t < uthresholds1_7_Stage2_c0_c0_c1_c0.y) {
            if (t < uthresholds1_7_Stage2_c0_c0_c1_c0.x) {
                scale = uscale0_1_Stage2_c0_c0_c1_c0;
                bias = ubias0_1_Stage2_c0_c0_c1_c0;
            } else {
                scale = uscale2_3_Stage2_c0_c0_c1_c0;
                bias = ubias2_3_Stage2_c0_c0_c1_c0;
            }
        } else {
            if (t < uthresholds1_7_Stage2_c0_c0_c1_c0.z) {
                scale = uscale4_5_Stage2_c0_c0_c1_c0;
                bias = ubias4_5_Stage2_c0_c0_c1_c0;
            } else {
                scale = uscale6_7_Stage2_c0_c0_c1_c0;
                bias = ubias6_7_Stage2_c0_c0_c1_c0;
            }
        }
    }
    _output = t * scale + bias;
    return _output;
}
vec4 ClampedGradientEffect_Stage2_c0_c0(vec4 _input) {
    vec4 _output;
    vec4 t = TwoPointConicalGradientLayout_Stage2_c0_c0_c0_c0(vec4(1.0));
    if (t.y < 0.0) {
        _output = vec4(0.0);
    } else if (t.x < 0.0) {
        _output = uleftBorderColor_Stage2_c0_c0;
    } else if (t.x > 1.0) {
        _output = urightBorderColor_Stage2_c0_c0;
    } else {
        _output = UnrolledBinaryGradientColorizer_Stage2_c0_c0_c1_c0(t);
    }
    {
        _output.xyz *= _output.w;
    }
    return _output;
}
vec4 blend_src_in(vec4 src, vec4 dst) {
    return src * dst.w;
}
vec4 blend_dst_in(vec4 src, vec4 dst) {
    return blend_src_in(dst, src);
}
void main() {
    vec4 output_Stage1;
    {
        output_Stage1 = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0);
    }
    vec4 output_Stage2;
    {
        output_Stage2 = blend_dst_in(output_Stage1, ClampedGradientEffect_Stage2_c0_c0(vec4(1.0)));
    }
    {
        sk_FragColor = output_Stage2;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
in vec2 position;
in vec2 localCoord;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_Stage0;
void main() {
    vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy;
    vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(localCoord, 1.0)).xy;
    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);
}