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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/388-2.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/388-2.shader_test')
-rw-r--r--shaders/skia/388-2.shader_test191
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
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+++ 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);
+}
+