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authorRob Clark <robdclark@chromium.org>2020-04-09 08:18:24 -0700
committerRob Clark <robdclark@chromium.org>2020-04-09 08:21:42 -0700
commit31b22da39e37e3471497475b0f70cb7911a14f10 (patch)
treead9af436a448f8b04008d69991b1e90416681773 /shaders/skia/1963.shader_test
parent7d3768722419076cb935399ff580ad0b99dfdb2c (diff)
shaders: add skia shaders
Add shaders extracted from skia's unit tests[1] [1] https://skia.org/dev/testing/testing
Diffstat (limited to 'shaders/skia/1963.shader_test')
-rw-r--r--shaders/skia/1963.shader_test488
1 files changed, 488 insertions, 0 deletions
diff --git a/shaders/skia/1963.shader_test b/shaders/skia/1963.shader_test
new file mode 100644
index 0000000..c85c2a6
--- /dev/null
+++ b/shaders/skia/1963.shader_test
@@ -0,0 +1,488 @@
+[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 uinnerRect_Stage1_c0_c0_c0_c0_c0_c0;
+uniform vec2 uradiusPlusHalf_Stage1_c0_c0_c0_c0_c0_c0;
+uniform vec2 ubaseFrequency_Stage1_c0_c0_c0_c0_c1_c0;
+uniform float uz_Stage1_c0_c0_c0_c0_c1_c0;
+uniform vec4 urectH_Stage1_c0_c0_c1_c0;
+uniform float uinvSixSigma_Stage1_c0_c0_c1_c0;
+uniform vec2 uImageIncrement_Stage1_c1_c0_c0_c0_c0_c0;
+uniform float uSurfaceScale_Stage1_c1_c0_c0_c0_c0_c0;
+uniform vec3 uLightColor_Stage1_c1_c0_c0_c0_c0_c0;
+uniform float uKS_Stage1_c1_c0_c0_c0_c0_c0;
+uniform float uShininess_Stage1_c1_c0_c0_c0_c0_c0;
+uniform vec4 uTexDom_Stage1_c1_c0_c0_c0_c0_c0;
+uniform vec3 uDecalParams_Stage1_c1_c0_c0_c0_c0_c0;
+uniform vec3 uLightLocation_Stage1_c1_c0_c0_c0_c0_c0;
+uniform float uExponent_Stage1_c1_c0_c0_c0_c0_c0;
+uniform float uCosInnerConeAngle_Stage1_c1_c0_c0_c0_c0_c0;
+uniform float uCosOuterConeAngle_Stage1_c1_c0_c0_c0_c0_c0;
+uniform float uConeScale_Stage1_c1_c0_c0_c0_c0_c0;
+uniform vec3 uS_Stage1_c1_c0_c0_c0_c0_c0;
+uniform float uinnerThreshold_Stage1_c1_c0_c0_c0_c1_c0;
+uniform float uouterThreshold_Stage1_c1_c0_c0_c0_c1_c0;
+uniform float uinnerThreshold_Stage1_c1_c0_c1_c0_c0_c0;
+uniform float uouterThreshold_Stage1_c1_c0_c1_c0_c0_c0;
+uniform vec4 ucolor_Stage1_c1_c0_c1_c0_c1_c0;
+uniform sampler2D uTextureSampler_0_Stage1;
+uniform sampler2D uTextureSampler_1_Stage1;
+uniform sampler2D uTextureSampler_2_Stage1;
+uniform sampler2D uTextureSampler_3_Stage1;
+uniform sampler2D uTextureSampler_4_Stage1;
+uniform sampler2D uTextureSampler_5_Stage1;
+noperspective in vec4 vcolor_Stage0;
+noperspective in vec3 vTransformedCoords_0_Stage0;
+noperspective in vec2 vTransformedCoords_1_Stage0;
+noperspective in vec2 vTransformedCoords_2_Stage0;
+noperspective in vec2 vTransformedCoords_3_Stage0;
+noperspective in float vinCoverage_Stage0;
+vec4 CircularRRect_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec2 dxy0 = uinnerRect_Stage1_c0_c0_c0_c0_c0_c0.xy - gl_FragCoord.xy;
+ vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage1_c0_c0_c0_c0_c0_c0.zw;
+ vec2 dxy = max(max(dxy0, dxy1), 0.0);
+ float alpha = clamp(uradiusPlusHalf_Stage1_c0_c0_c0_c0_c0_c0.x - length(dxy), 0.0, 1.0);
+ alpha = 1.0 - alpha;
+ _output = _input * alpha;
+ return _output;
+}
+vec3 fade_Stage1_c0_c0_c0_c0_c1_c0(vec3 t) {
+ return ((t * t) * t) * (t * (t * 6.0 - 15.0) + 10.0);
+}
+float perm_Stage1_c0_c0_c0_c0_c1_c0(float x) {
+ return texture(uTextureSampler_0_Stage1, vec2(fract(x / 256.0), 0.0)).x * 255.0;
+}
+float grad_Stage1_c0_c0_c0_c0_c1_c0(float x, vec3 p) {
+ return dot(texture(uTextureSampler_1_Stage1, vec2(fract(x / 16.0), 0.0)).xyz * 255.0 - vec3(1.0), p);
+}
+float lerp_Stage1_c0_c0_c0_c0_c1_c0(float a, float b, float w) {
+ return a + w * (b - a);
+}
+float noise_Stage1_c0_c0_c0_c0_c1_c0(vec3 p) {
+ vec3 P = mod(floor(p), 256.0);
+ p -= floor(p);
+ vec3 f = fade_Stage1_c0_c0_c0_c0_c1_c0(p);
+ float A = perm_Stage1_c0_c0_c0_c0_c1_c0(P.x) + P.y;
+ float AA = perm_Stage1_c0_c0_c0_c0_c1_c0(A) + P.z;
+ float AB = perm_Stage1_c0_c0_c0_c0_c1_c0(A + 1.0) + P.z;
+ float B = perm_Stage1_c0_c0_c0_c0_c1_c0(P.x + 1.0) + P.y;
+ float BA = perm_Stage1_c0_c0_c0_c0_c1_c0(B) + P.z;
+ float BB = perm_Stage1_c0_c0_c0_c0_c1_c0(B + 1.0) + P.z;
+ float result = lerp_Stage1_c0_c0_c0_c0_c1_c0(lerp_Stage1_c0_c0_c0_c0_c1_c0(lerp_Stage1_c0_c0_c0_c0_c1_c0(grad_Stage1_c0_c0_c0_c0_c1_c0(perm_Stage1_c0_c0_c0_c0_c1_c0(AA), p), grad_Stage1_c0_c0_c0_c0_c1_c0(perm_Stage1_c0_c0_c0_c0_c1_c0(BA), p + vec3(-1.0, 0.0, 0.0)), f.x), lerp_Stage1_c0_c0_c0_c0_c1_c0(grad_Stage1_c0_c0_c0_c0_c1_c0(perm_Stage1_c0_c0_c0_c0_c1_c0(AB), p + vec3(0.0, -1.0, 0.0)), grad_Stage1_c0_c0_c0_c0_c1_c0(perm_Stage1_c0_c0_c0_c0_c1_c0(BB), p + vec3(-1.0, -1.0, 0.0)), f.x), f.y), lerp_Stage1_c0_c0_c0_c0_c1_c0(lerp_Stage1_c0_c0_c0_c0_c1_c0(grad_Stage1_c0_c0_c0_c0_c1_c0(perm_Stage1_c0_c0_c0_c0_c1_c0(AA + 1.0), p + vec3(0.0, 0.0, -1.0)), grad_Stage1_c0_c0_c0_c0_c1_c0(perm_Stage1_c0_c0_c0_c0_c1_c0(BA + 1.0), p + vec3(-1.0, 0.0, -1.0)), f.x), lerp_Stage1_c0_c0_c0_c0_c1_c0(grad_Stage1_c0_c0_c0_c0_c1_c0(perm_Stage1_c0_c0_c0_c0_c1_c0(AB + 1.0), p + vec3(0.0, -1.0, -1.0)), grad_Stage1_c0_c0_c0_c0_c1_c0(perm_Stage1_c0_c0_c0_c0_c1_c0(BB + 1.0), p + vec3(-1.0, -1.0, -1.0)), f.x), f.y), f.z);
+ return result;
+}
+float noiseOctaves_Stage1_c0_c0_c0_c0_c1_c0(vec3 p) {
+ float result = 0.0;
+ float ratio = 1.0;
+ for (float i = 0.0;i < 9.0; i++) {
+ result += noise_Stage1_c0_c0_c0_c0_c1_c0(p) / ratio;
+ p *= 2.0;
+ ratio *= 2.0;
+ }
+ return (result + 1.0) / 2.0;
+}
+vec4 ImprovedPerlinNoise_Stage1_c0_c0_c0_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec2 vTransformedCoords_0_Stage0_ensure2D = vTransformedCoords_0_Stage0.xy / vTransformedCoords_0_Stage0.z;
+ vec2 coords = vTransformedCoords_0_Stage0_ensure2D * ubaseFrequency_Stage1_c0_c0_c0_c0_c1_c0;
+ float r = noiseOctaves_Stage1_c0_c0_c0_c0_c1_c0(vec3(coords, uz_Stage1_c0_c0_c0_c0_c1_c0));
+ float g = noiseOctaves_Stage1_c0_c0_c0_c0_c1_c0(vec3(coords, uz_Stage1_c0_c0_c0_c0_c1_c0));
+ float b = noiseOctaves_Stage1_c0_c0_c0_c0_c1_c0(vec3(coords, uz_Stage1_c0_c0_c0_c0_c1_c0));
+ float a = noiseOctaves_Stage1_c0_c0_c0_c0_c1_c0(vec3(coords, uz_Stage1_c0_c0_c0_c0_c1_c0));
+ _output = vec4(r, g, b, a);
+ _output = clamp(_output, 0.0, 1.0);
+ _output = vec4(_output.xyz * _output.www, _output.w);
+ return _output;
+}
+float _guarded_divide(float n, float d) {
+ return n / d;
+}
+float _color_burn_component(float sc, float sa, float dc, float da) {
+ if (da == dc) {
+ return (sa * da + sc * (1.0 - da)) + dc * (1.0 - sa);
+ } else if (sc == 0.0) {
+ return dc * (1.0 - sa);
+ }
+ float d = max(0.0, da - _guarded_divide((da - dc) * sa, sc));
+ return (d * sa + sc * (1.0 - da)) + dc * (1.0 - sa);
+}
+vec4 blend_color_burn(vec4 src, vec4 dst) {
+ return vec4(_color_burn_component(src.x, src.w, dst.x, dst.w), _color_burn_component(src.y, src.w, dst.y, dst.w), _color_burn_component(src.z, src.w, dst.z, dst.w), 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_color_burn(CircularRRect_Stage1_c0_c0_c0_c0_c0_c0(inputColor), ImprovedPerlinNoise_Stage1_c0_c0_c0_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+vec4 RectBlurEffect_Stage1_c0_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ float xCoverage, yCoverage;
+ {
+ float x, y;
+ {
+ x = max(urectH_Stage1_c0_c0_c1_c0.x - gl_FragCoord.x, gl_FragCoord.x - urectH_Stage1_c0_c0_c1_c0.z);
+ y = max(urectH_Stage1_c0_c0_c1_c0.y - gl_FragCoord.y, gl_FragCoord.y - urectH_Stage1_c0_c0_c1_c0.w);
+ }
+ xCoverage = texture(uTextureSampler_2_Stage1, vec2(x * uinvSixSigma_Stage1_c0_c0_c1_c0, 0.5)).w;
+ yCoverage = texture(uTextureSampler_2_Stage1, vec2(y * uinvSixSigma_Stage1_c0_c0_c1_c0, 0.5)).w;
+ _output = (_input * xCoverage) * yCoverage;
+ }
+ _output = (_input * xCoverage) * yCoverage;
+ 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), RectBlurEffect_Stage1_c0_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+vec4 light_Stage1_c1_c0_c0_c0_c0_c0(vec3 normal, vec3 surfaceToLight, vec3 lightColor) {
+ vec3 halfDir = normalize(surfaceToLight + vec3(0.0, 0.0, 1.0));
+ float colorScale = uKS_Stage1_c1_c0_c0_c0_c0_c0 * pow(dot(normal, halfDir), uShininess_Stage1_c1_c0_c0_c0_c0_c0);
+ vec3 color = lightColor * clamp(colorScale, 0.0, 1.0);
+ return vec4(color, max(max(color.x, color.y), color.z));
+}
+float sobel_Stage1_c1_c0_c0_c0_c0_c0(float a, float b, float c, float d, float e, float f, float scale) {
+ return (((((-a + b) - 2.0 * c) + 2.0 * d) - e) + f) * scale;
+}
+vec3 pointToNormal_Stage1_c1_c0_c0_c0_c0_c0(float x, float y, float scale) {
+ return normalize(vec3(-x * scale, -y * scale, 1.0));
+}
+vec3 normal_Stage1_c1_c0_c0_c0_c0_c0(float m[9], float surfaceScale) {
+ return pointToNormal_Stage1_c1_c0_c0_c0_c0_c0(sobel_Stage1_c1_c0_c0_c0_c0_c0(m[0], m[1], m[3], m[4], m[6], m[7], 0.5), sobel_Stage1_c1_c0_c0_c0_c0_c0(m[0], m[6], m[1], m[7], 0.0, 0.0, 0.33333298563957214), surfaceScale);
+}
+vec3 lightColor_Stage1_c1_c0_c0_c0_c0_c0(vec3 surfaceToLight) {
+ float cosAngle = -dot(surfaceToLight, uS_Stage1_c1_c0_c0_c0_c0_c0);
+ if (cosAngle < uCosOuterConeAngle_Stage1_c1_c0_c0_c0_c0_c0) {
+ return vec3(0.0);
+ }
+ float scale = pow(cosAngle, uExponent_Stage1_c1_c0_c0_c0_c0_c0);
+ if (cosAngle < uCosInnerConeAngle_Stage1_c1_c0_c0_c0_c0_c0) {
+ return ((uLightColor_Stage1_c1_c0_c0_c0_c0_c0 * scale) * (cosAngle - uCosOuterConeAngle_Stage1_c1_c0_c0_c0_c0_c0)) * uConeScale_Stage1_c1_c0_c0_c0_c0_c0;
+ }
+ return uLightColor_Stage1_c1_c0_c0_c0_c0_c0;
+}
+vec4 SpecularLighting_Stage1_c1_c0_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec2 coord = vTransformedCoords_1_Stage0;
+ float m[9];
+ vec4 temp0;
+ {
+ vec2 origCoord = coord + vec2(-1.0, 1.0) * uImageIncrement_Stage1_c1_c0_c0_c0_c0_c0;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_3_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.y);
+ if (err > uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.z < 1.0) {
+ err = 0.0;
+ }
+ temp0 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
+ }
+ m[0] = temp0.w;
+ vec4 temp1;
+ {
+ vec2 origCoord = coord + vec2(0.0, 1.0) * uImageIncrement_Stage1_c1_c0_c0_c0_c0_c0;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_3_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.y);
+ if (err > uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.z < 1.0) {
+ err = 0.0;
+ }
+ temp1 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
+ }
+ m[1] = temp1.w;
+ vec4 temp2;
+ {
+ vec2 origCoord = coord + uImageIncrement_Stage1_c1_c0_c0_c0_c0_c0;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_3_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.y);
+ if (err > uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.z < 1.0) {
+ err = 0.0;
+ }
+ temp2 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
+ }
+ m[2] = temp2.w;
+ vec4 temp3;
+ {
+ vec2 origCoord = coord + vec2(-1.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0_c0_c0;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_3_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.y);
+ if (err > uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.z < 1.0) {
+ err = 0.0;
+ }
+ temp3 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
+ }
+ m[3] = temp3.w;
+ vec4 temp4;
+ {
+ vec2 origCoord = coord;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_3_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.y);
+ if (err > uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.z < 1.0) {
+ err = 0.0;
+ }
+ temp4 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
+ }
+ m[4] = temp4.w;
+ vec4 temp5;
+ {
+ vec2 origCoord = coord + vec2(1.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0_c0_c0;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_3_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.y);
+ if (err > uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.z < 1.0) {
+ err = 0.0;
+ }
+ temp5 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
+ }
+ m[5] = temp5.w;
+ vec4 temp6;
+ {
+ vec2 origCoord = coord + vec2(-1.0, -1.0) * uImageIncrement_Stage1_c1_c0_c0_c0_c0_c0;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_3_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.y);
+ if (err > uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.z < 1.0) {
+ err = 0.0;
+ }
+ temp6 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
+ }
+ m[6] = temp6.w;
+ vec4 temp7;
+ {
+ vec2 origCoord = coord + vec2(0.0, -1.0) * uImageIncrement_Stage1_c1_c0_c0_c0_c0_c0;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_3_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.y);
+ if (err > uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.z < 1.0) {
+ err = 0.0;
+ }
+ temp7 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
+ }
+ m[7] = temp7.w;
+ vec4 temp8;
+ {
+ vec2 origCoord = coord + vec2(1.0, -1.0) * uImageIncrement_Stage1_c1_c0_c0_c0_c0_c0;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.xy, uTexDom_Stage1_c1_c0_c0_c0_c0_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_3_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.y);
+ if (err > uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1_c1_c0_c0_c0_c0_c0.z < 1.0) {
+ err = 0.0;
+ }
+ temp8 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
+ }
+ m[8] = temp8.w;
+ vec3 surfaceToLight = normalize(uLightLocation_Stage1_c1_c0_c0_c0_c0_c0 - vec3(gl_FragCoord.xy, uSurfaceScale_Stage1_c1_c0_c0_c0_c0_c0 * m[4]));
+ _output = light_Stage1_c1_c0_c0_c0_c0_c0(normal_Stage1_c1_c0_c0_c0_c0_c0(m, uSurfaceScale_Stage1_c1_c0_c0_c0_c0_c0), surfaceToLight, lightColor_Stage1_c1_c0_c0_c0_c0_c0(surfaceToLight));
+ _output *= _input;
+ return _output;
+}
+vec4 AlphaThresholdFragmentProcessor_Stage1_c1_c0_c0_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec4 color = _input;
+ vec4 mask_color = texture(uTextureSampler_4_Stage1, vTransformedCoords_2_Stage0);
+ if (mask_color.w < 0.5) {
+ if (color.w > uouterThreshold_Stage1_c1_c0_c0_c0_c1_c0) {
+ float scale = uouterThreshold_Stage1_c1_c0_c0_c0_c1_c0 / color.w;
+ color.xyz *= scale;
+ color.w = uouterThreshold_Stage1_c1_c0_c0_c0_c1_c0;
+ }
+ } else if (color.w < uinnerThreshold_Stage1_c1_c0_c0_c0_c1_c0) {
+ float scale = uinnerThreshold_Stage1_c1_c0_c0_c0_c1_c0 / max(0.0010000000474974513, color.w);
+ color.xyz *= scale;
+ color.w = uinnerThreshold_Stage1_c1_c0_c0_c0_c1_c0;
+ }
+ _output = color;
+ return _output;
+}
+vec4 blend_screen(vec4 src, vec4 dst) {
+ return src + (1.0 - src) * dst;
+}
+vec4 ComposeTwo_Stage1_c1_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_screen(SpecularLighting_Stage1_c1_c0_c0_c0_c0_c0(inputColor), AlphaThresholdFragmentProcessor_Stage1_c1_c0_c0_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+vec4 AlphaThresholdFragmentProcessor_Stage1_c1_c0_c1_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 color = _input;
+ vec4 mask_color = texture(uTextureSampler_5_Stage1, vTransformedCoords_3_Stage0);
+ if (mask_color.w < 0.5) {
+ if (color.w > uouterThreshold_Stage1_c1_c0_c1_c0_c0_c0) {
+ float scale = uouterThreshold_Stage1_c1_c0_c1_c0_c0_c0 / color.w;
+ color.xyz *= scale;
+ color.w = uouterThreshold_Stage1_c1_c0_c1_c0_c0_c0;
+ }
+ } else if (color.w < uinnerThreshold_Stage1_c1_c0_c1_c0_c0_c0) {
+ float scale = uinnerThreshold_Stage1_c1_c0_c1_c0_c0_c0 / max(0.0010000000474974513, color.w);
+ color.xyz *= scale;
+ color.w = uinnerThreshold_Stage1_c1_c0_c1_c0_c0_c0;
+ }
+ _output = color;
+ return _output;
+}
+vec4 ConstColorProcessor_Stage1_c1_c0_c1_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ {
+ _output = ucolor_Stage1_c1_c0_c1_c0_c1_c0;
+ }
+ return _output;
+}
+vec4 blend_src_atop(vec4 src, vec4 dst) {
+ return dst.w * src + (1.0 - src.w) * dst;
+}
+vec4 ComposeTwo_Stage1_c1_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_src_atop(AlphaThresholdFragmentProcessor_Stage1_c1_c0_c1_c0_c0_c0(inputColor), ConstColorProcessor_Stage1_c1_c0_c1_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+vec4 ComposeTwo_Stage1_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec4 inputColor = vec4(_input.xyz, 1.0);
+ _output = blend_color_burn(ComposeTwo_Stage1_c1_c0_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0_c1_c0(inputColor));
+ _output *= _input.w;
+ return _output;
+}
+void main() {
+ vec4 outputColor_Stage0;
+ vec4 outputCoverage_Stage0;
+ {
+ outputColor_Stage0 = vcolor_Stage0;
+ float alpha = 1.0;
+ alpha = vinCoverage_Stage0;
+ outputCoverage_Stage0 = vec4(alpha);
+ }
+ vec4 output_Stage1;
+ {
+ vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
+ output_Stage1 = blend_hue(ComposeTwo_Stage1_c0_c0(inputColor), ComposeTwo_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 uCoordTransformMatrix_0_Stage0;
+uniform mat3 uCoordTransformMatrix_1_Stage0;
+uniform mat3 uCoordTransformMatrix_2_Stage0;
+uniform mat3 uCoordTransformMatrix_3_Stage0;
+in vec2 inPosition;
+in vec4 inColor;
+in float inCoverage;
+noperspective out vec4 vcolor_Stage0;
+noperspective out vec3 vTransformedCoords_0_Stage0;
+noperspective out vec2 vTransformedCoords_1_Stage0;
+noperspective out vec2 vTransformedCoords_2_Stage0;
+noperspective out vec2 vTransformedCoords_3_Stage0;
+noperspective out float vinCoverage_Stage0;
+void main() {
+ vec4 color = inColor;
+ vcolor_Stage0 = color;
+ vec2 pos2 = inPosition;
+ vTransformedCoords_0_Stage0 = uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0);
+ vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(inPosition, 1.0)).xy;
+ vTransformedCoords_2_Stage0 = (uCoordTransformMatrix_2_Stage0 * vec3(inPosition, 1.0)).xy;
+ vTransformedCoords_3_Stage0 = (uCoordTransformMatrix_3_Stage0 * vec3(inPosition, 1.0)).xy;
+ vinCoverage_Stage0 = inCoverage;
+ 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);
+}
+