diff options
author | Rob Clark <robdclark@chromium.org> | 2020-04-09 08:18:24 -0700 |
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committer | Rob Clark <robdclark@chromium.org> | 2020-04-09 08:21:42 -0700 |
commit | 31b22da39e37e3471497475b0f70cb7911a14f10 (patch) | |
tree | ad9af436a448f8b04008d69991b1e90416681773 /shaders/skia/388-2.shader_test | |
parent | 7d3768722419076cb935399ff580ad0b99dfdb2c (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/388-2.shader_test')
-rw-r--r-- | shaders/skia/388-2.shader_test | 191 |
1 files changed, 191 insertions, 0 deletions
diff --git a/shaders/skia/388-2.shader_test b/shaders/skia/388-2.shader_test new file mode 100644 index 0000000..734ab02 --- /dev/null +++ b/shaders/skia/388-2.shader_test @@ -0,0 +1,191 @@ +[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 uColor_Stage0; +uniform vec4 urectUniform_Stage1_c0_c0_c1_c0_c0_c0; +uniform vec2 uScale_Stage1_c0_c0_c1_c0_c1_c0; +uniform vec4 uTexDom_Stage1_c0_c0_c1_c0_c1_c0; +uniform vec3 uDecalParams_Stage1_c0_c0_c1_c0_c1_c0; +uniform vec4 uinnerRect_Stage1_c1_c0; +uniform vec2 uradiusPlusHalf_Stage1_c1_c0; +uniform sampler2D uTextureSampler_0_Stage1; +uniform sampler2D uTextureSampler_1_Stage1; +uniform sampler2D uTextureSampler_2_Stage1; +noperspective in vec2 vTransformedCoords_0_Stage0; +noperspective in vec2 vTransformedCoords_1_Stage0; +vec4 ColorTableEffect_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + float nonZeroAlpha = max(_input.w, 9.9999997473787516e-05); + vec4 coord = vec4(_input.xyz / nonZeroAlpha, nonZeroAlpha); + coord = coord * 0.9960939884185791 + vec4(0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579); + _output.w = texture(uTextureSampler_0_Stage1, vec2(coord.w, 0.125)).w; + _output.x = texture(uTextureSampler_0_Stage1, vec2(coord.x, 0.375)).w; + _output.y = texture(uTextureSampler_0_Stage1, vec2(coord.y, 0.625)).w; + _output.z = texture(uTextureSampler_0_Stage1, vec2(coord.z, 0.875)).w; + _output.xyz *= _output.w; + return _output; +} +vec4 ConfigConversionEffect_Stage1_c0_c0_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + _output = floor(_input * 255.0 + 0.5) / 255.0; + { + _output.xyz = _output.w <= 0.0 ? vec3(0.0) : floor((_output.xyz / _output.w) * 255.0 + 0.5) / 255.0; + } + 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(ColorTableEffect_Stage1_c0_c0_c0_c0_c0_c0(inputColor), ConfigConversionEffect_Stage1_c0_c0_c0_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 AARectEffect_Stage1_c0_c0_c1_c0_c0_c0(vec4 _input) { + vec4 _output; + float alpha; + { + alpha = float(all(greaterThan(vec4(gl_FragCoord.xy, urectUniform_Stage1_c0_c0_c1_c0_c0_c0.zw), vec4(urectUniform_Stage1_c0_c0_c1_c0_c0_c0.xy, gl_FragCoord.xy))) ? 1 : 0); + } + _output = _input * alpha; + return _output; +} +vec4 DisplacementMap_Stage1_c0_c0_c1_c0_c1_c0(vec4 _input) { + vec4 _output; + vec4 dColor = texture(uTextureSampler_1_Stage1, vTransformedCoords_0_Stage0); + dColor.xyz = dColor.w < 9.9999999747524271e-07 ? vec3(0.0) : clamp(dColor.xyz / dColor.w, 0.0, 1.0); + vec2 cCoords = vTransformedCoords_1_Stage0 + uScale_Stage1_c0_c0_c1_c0_c1_c0 * (dColor.wy - vec2(0.5)); + { + vec2 origCoord = cCoords; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c1_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c1_c0_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_2_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c1_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c1_c0_c1_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c1_c0_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c1_c0_c1_c0.z < 1.0) { + err = 0.0; + } + _output = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + return _output; +} +vec4 blend_exclusion(vec4 src, vec4 dst) { + return vec4((dst.xyz + src.xyz) - (2.0 * dst.xyz) * src.xyz, src.w + (1.0 - src.w) * dst.w); +} +vec4 ComposeTwo_Stage1_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_exclusion(AARectEffect_Stage1_c0_c0_c1_c0_c0_c0(inputColor), DisplacementMap_Stage1_c0_c0_c1_c0_c1_c0(inputColor)); + _output *= _input.w; + 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_color(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(sda, 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_color(ComposeTwo_Stage1_c0_c0_c0_c0(inputColor), ComposeTwo_Stage1_c0_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 CircularRRect_Stage1_c1_c0(vec4 _input) { + vec4 _output; + vec2 dxy0 = uinnerRect_Stage1_c1_c0.xy - gl_FragCoord.xy; + vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage1_c1_c0.zw; + vec2 dxy = max(max(dxy0, dxy1), 0.0); + float alpha = clamp(uradiusPlusHalf_Stage1_c1_c0.x - length(dxy), 0.0, 1.0); + alpha = 1.0 - alpha; + _output = _input * alpha; + return _output; +} +float _color_dodge_component(float sc, float sa, float dc, float da) { + if (dc == 0.0) { + return sc * (1.0 - da); + } else { + float d = sa - sc; + if (d == 0.0) { + return (sa * da + sc * (1.0 - da)) + dc * (1.0 - sa); + } + d = min(da, _guarded_divide(dc * sa, d)); + return (d * sa + sc * (1.0 - da)) + dc * (1.0 - sa); + } +} +vec4 blend_color_dodge(vec4 src, vec4 dst) { + return vec4(_color_dodge_component(src.x, src.w, dst.x, dst.w), _color_dodge_component(src.y, src.w, dst.y, dst.w), _color_dodge_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w); +} +void main() { + vec4 outputColor_Stage0; + { + outputColor_Stage0 = uColor_Stage0; + } + vec4 output_Stage1; + { + vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0); + output_Stage1 = blend_color_dodge(ComposeTwo_Stage1_c0_c0(inputColor), CircularRRect_Stage1_c1_c0(inputColor)); + output_Stage1 *= outputColor_Stage0.w; + } + { + sk_FragColor = output_Stage1; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uViewM_Stage0; +uniform mat3 uCoordTransformMatrix_0_Stage0; +uniform mat3 uCoordTransformMatrix_1_Stage0; +in vec2 position; +in vec2 inLocalCoord; +noperspective out vec2 vTransformedCoords_0_Stage0; +noperspective out vec2 vTransformedCoords_1_Stage0; +void main() { + vec2 pos2 = (uViewM_Stage0 * vec3(position, 1.0)).xy; + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inLocalCoord, 1.0)).xy; + vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(inLocalCoord, 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); +} + |