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/655-2.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/655-2.shader_test')
-rw-r--r-- | shaders/skia/655-2.shader_test | 258 |
1 files changed, 258 insertions, 0 deletions
diff --git a/shaders/skia/655-2.shader_test b/shaders/skia/655-2.shader_test new file mode 100644 index 0000000..ad8218c --- /dev/null +++ b/shaders/skia/655-2.shader_test @@ -0,0 +1,258 @@ +[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 ucircle_Stage1_c0_c0_c0_c0_c0_c0; +uniform vec4 ucircle_Stage1_c0_c0_c0_c0_c1_c0; +uniform vec2 uImageIncrement_Stage1_c0_c0_c1_c0_c0_c0; +uniform vec2 uBounds_Stage1_c0_c0_c1_c0_c0_c0; +uniform vec4 uKernel_Stage1_c0_c0_c1_c0_c0_c0[3]; +uniform vec4 ucircle_Stage1_c0_c0_c1_c0_c1_c0; +uniform vec4 uinnerRect_Stage1_c1_c0; +uniform vec2 uinvRadiiXY_Stage1_c1_c0; +uniform sampler2D uTextureSampler_0_Stage1; +noperspective in vec2 vEllipseOffsets0_Stage0; +noperspective in vec2 vEllipseOffsets1_Stage0; +noperspective in vec4 vinColor_Stage0; +noperspective in vec2 vTransformedCoords_0_Stage0; +vec4 CircleEffect_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + float d; + { + d = (length((ucircle_Stage1_c0_c0_c0_c0_c0_c0.xy - gl_FragCoord.xy) * ucircle_Stage1_c0_c0_c0_c0_c0_c0.w) - 1.0) * ucircle_Stage1_c0_c0_c0_c0_c0_c0.z; + } + { + _output = _input * clamp(d, 0.0, 1.0); + } + return _output; +} +vec4 CircleEffect_Stage1_c0_c0_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + float d; + { + d = (1.0 - length((ucircle_Stage1_c0_c0_c0_c0_c1_c0.xy - gl_FragCoord.xy) * ucircle_Stage1_c0_c0_c0_c0_c1_c0.w)) * ucircle_Stage1_c0_c0_c0_c0_c1_c0.z; + } + { + _output = _input * clamp(d, 0.0, 1.0); + } + 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_c0_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_exclusion(CircleEffect_Stage1_c0_c0_c0_c0_c0_c0(inputColor), CircleEffect_Stage1_c0_c0_c0_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 GaussianConvolution_Stage1_c0_c0_c1_c0_c0_c0(vec4 _input) { + vec4 _output; + _output = vec4(0.0, 0.0, 0.0, 0.0); + vec2 coord = vTransformedCoords_0_Stage0 - 4.0 * uImageIncrement_Stage1_c0_c0_c1_c0_c0_c0; + vec2 coordSampled = vec2(0.0, 0.0); + coordSampled = coord; + if (coord.x >= uBounds_Stage1_c0_c0_c1_c0_c0_c0.x && coord.x <= uBounds_Stage1_c0_c0_c1_c0_c0_c0.y) { + _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c1_c0_c0_c0[0].x; + } + coord += uImageIncrement_Stage1_c0_c0_c1_c0_c0_c0; + coordSampled = coord; + if (coord.x >= uBounds_Stage1_c0_c0_c1_c0_c0_c0.x && coord.x <= uBounds_Stage1_c0_c0_c1_c0_c0_c0.y) { + _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c1_c0_c0_c0[0].y; + } + coord += uImageIncrement_Stage1_c0_c0_c1_c0_c0_c0; + coordSampled = coord; + if (coord.x >= uBounds_Stage1_c0_c0_c1_c0_c0_c0.x && coord.x <= uBounds_Stage1_c0_c0_c1_c0_c0_c0.y) { + _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c1_c0_c0_c0[0].z; + } + coord += uImageIncrement_Stage1_c0_c0_c1_c0_c0_c0; + coordSampled = coord; + if (coord.x >= uBounds_Stage1_c0_c0_c1_c0_c0_c0.x && coord.x <= uBounds_Stage1_c0_c0_c1_c0_c0_c0.y) { + _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c1_c0_c0_c0[0].w; + } + coord += uImageIncrement_Stage1_c0_c0_c1_c0_c0_c0; + coordSampled = coord; + if (coord.x >= uBounds_Stage1_c0_c0_c1_c0_c0_c0.x && coord.x <= uBounds_Stage1_c0_c0_c1_c0_c0_c0.y) { + _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c1_c0_c0_c0[1].x; + } + coord += uImageIncrement_Stage1_c0_c0_c1_c0_c0_c0; + coordSampled = coord; + if (coord.x >= uBounds_Stage1_c0_c0_c1_c0_c0_c0.x && coord.x <= uBounds_Stage1_c0_c0_c1_c0_c0_c0.y) { + _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c1_c0_c0_c0[1].y; + } + coord += uImageIncrement_Stage1_c0_c0_c1_c0_c0_c0; + coordSampled = coord; + if (coord.x >= uBounds_Stage1_c0_c0_c1_c0_c0_c0.x && coord.x <= uBounds_Stage1_c0_c0_c1_c0_c0_c0.y) { + _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c1_c0_c0_c0[1].z; + } + coord += uImageIncrement_Stage1_c0_c0_c1_c0_c0_c0; + coordSampled = coord; + if (coord.x >= uBounds_Stage1_c0_c0_c1_c0_c0_c0.x && coord.x <= uBounds_Stage1_c0_c0_c1_c0_c0_c0.y) { + _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c1_c0_c0_c0[1].w; + } + coord += uImageIncrement_Stage1_c0_c0_c1_c0_c0_c0; + coordSampled = coord; + if (coord.x >= uBounds_Stage1_c0_c0_c1_c0_c0_c0.x && coord.x <= uBounds_Stage1_c0_c0_c1_c0_c0_c0.y) { + _output += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1_c0_c0_c1_c0_c0_c0[2].x; + } + coord += uImageIncrement_Stage1_c0_c0_c1_c0_c0_c0; + _output *= _input; + return _output; +} +vec4 CircleEffect_Stage1_c0_c0_c1_c0_c1_c0(vec4 _input) { + vec4 _output; + float d; + { + d = (length((ucircle_Stage1_c0_c0_c1_c0_c1_c0.xy - gl_FragCoord.xy) * ucircle_Stage1_c0_c0_c1_c0_c1_c0.w) - 1.0) * ucircle_Stage1_c0_c0_c1_c0_c1_c0.z; + } + { + _output = _input * clamp(d, 0.0, 1.0); + } + return _output; +} +vec4 blend_xor(vec4 src, vec4 dst) { + return (1.0 - dst.w) * src + (1.0 - src.w) * dst; +} +vec4 ComposeTwo_Stage1_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_xor(GaussianConvolution_Stage1_c0_c0_c1_c0_c0_c0(inputColor), CircleEffect_Stage1_c0_c0_c1_c0_c1_c0(inputColor)); + _output *= _input.w; + 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), ComposeTwo_Stage1_c0_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 EllipticalRRect_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); + vec2 Z = dxy * uinvRadiiXY_Stage1_c1_c0; + float implicit = dot(Z, dxy) - 1.0; + float grad_dot = 4.0 * dot(Z, Z); + grad_dot = max(grad_dot, 9.9999997473787516e-05); + float approx_dist = implicit * inversesqrt(grad_dot); + float alpha = clamp(0.5 + approx_dist, 0.0, 1.0); + _output = _input * alpha; + return _output; +} +void main() { + vec4 outputColor_Stage0; + vec4 outputCoverage_Stage0; + { + outputColor_Stage0 = vinColor_Stage0; + vec2 scaledOffset = vEllipseOffsets0_Stage0; + float test = dot(scaledOffset, scaledOffset) - 1.0; + vec2 duvdx = dFdx(vEllipseOffsets0_Stage0); + vec2 duvdy = dFdy(vEllipseOffsets0_Stage0); + vec2 grad = vec2(vEllipseOffsets0_Stage0.x * duvdx.x + vEllipseOffsets0_Stage0.y * duvdx.y, vEllipseOffsets0_Stage0.x * duvdy.x + vEllipseOffsets0_Stage0.y * duvdy.y); + float grad_dot = 4.0 * dot(grad, grad); + grad_dot = max(grad_dot, 1.1754999560161448e-38); + float invlen = inversesqrt(grad_dot); + float edgeAlpha = clamp(0.5 - test * invlen, 0.0, 1.0); + scaledOffset = vEllipseOffsets1_Stage0; + test = dot(scaledOffset, scaledOffset) - 1.0; + duvdx = dFdx(vEllipseOffsets1_Stage0); + duvdy = dFdy(vEllipseOffsets1_Stage0); + grad = vec2(vEllipseOffsets1_Stage0.x * duvdx.x + vEllipseOffsets1_Stage0.y * duvdx.y, vEllipseOffsets1_Stage0.x * duvdy.x + vEllipseOffsets1_Stage0.y * duvdy.y); + grad_dot = 4.0 * dot(grad, grad); + invlen = inversesqrt(grad_dot); + edgeAlpha *= clamp(0.5 + test * invlen, 0.0, 1.0); + outputCoverage_Stage0 = vec4(edgeAlpha); + } + vec4 output_Stage1; + { + vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0); + output_Stage1 = blend_exclusion(ComposeTwo_Stage1_c0_c0(inputColor), EllipticalRRect_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 uViewM_Stage0; +uniform mat3 uCoordTransformMatrix_0_Stage0; +in vec2 inPosition; +in vec4 inColor; +in vec2 inEllipseOffsets0; +in vec2 inEllipseOffsets1; +noperspective out vec2 vEllipseOffsets0_Stage0; +noperspective out vec2 vEllipseOffsets1_Stage0; +noperspective out vec4 vinColor_Stage0; +noperspective out vec2 vTransformedCoords_0_Stage0; +void main() { + vEllipseOffsets0_Stage0 = inEllipseOffsets0; + vEllipseOffsets1_Stage0 = inEllipseOffsets1; + vinColor_Stage0 = inColor; + vec2 pos2 = (uViewM_Stage0 * vec3(inPosition, 1.0)).xy; + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 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); +} + |