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/97-20.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/97-20.shader_test')
-rw-r--r-- | shaders/skia/97-20.shader_test | 324 |
1 files changed, 324 insertions, 0 deletions
diff --git a/shaders/skia/97-20.shader_test b/shaders/skia/97-20.shader_test new file mode 100644 index 0000000..bb67703 --- /dev/null +++ b/shaders/skia/97-20.shader_test @@ -0,0 +1,324 @@ +[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 uleftBorderColor_Stage1_c0_c0; +uniform vec4 urightBorderColor_Stage1_c0_c0; +uniform vec4 uscale01_Stage1_c0_c0_c1_c0; +uniform vec4 ubias01_Stage1_c0_c0_c1_c0; +uniform vec4 uscale23_Stage1_c0_c0_c1_c0; +uniform vec4 ubias23_Stage1_c0_c0_c1_c0; +uniform float uthreshold_Stage1_c0_c0_c1_c0; +uniform float ucornerRadius_Stage2; +uniform vec4 uproxyRect_Stage2; +uniform float ublurRadius_Stage2; +uniform mat4 um_Stage3; +uniform vec4 uv_Stage3; +uniform vec2 uImageIncrement_Stage4; +uniform float uSurfaceScale_Stage4; +uniform vec3 uLightColor_Stage4; +uniform float uKD_Stage4; +uniform vec4 uTexDom_Stage4; +uniform vec3 uDecalParams_Stage4; +uniform vec3 uLightDirection_Stage4; +uniform vec4 uboundsUniform_Stage6; +uniform float uxInvZoom_Stage6; +uniform float uyInvZoom_Stage6; +uniform float uxInvInset_Stage6; +uniform float uyInvInset_Stage6; +uniform vec2 uoffset_Stage6; +uniform sampler2D uTextureSampler_0_Stage2; +uniform sampler2D uTextureSampler_0_Stage4; +uniform sampler2D uTextureSampler_0_Stage6; +noperspective in vec2 vTransformedCoords_0_Stage0; +noperspective in vec2 vTransformedCoords_1_Stage0; +noperspective in vec2 vTransformedCoords_2_Stage0; +vec4 LinearGradientLayout_Stage1_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + float t = vTransformedCoords_0_Stage0.x + 9.9999997473787516e-06; + _output = vec4(t, 1.0, 0.0, 0.0); + return _output; +} +vec4 DualIntervalGradientColorizer_Stage1_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + float t = _input.x; + vec4 scale, bias; + if (t < uthreshold_Stage1_c0_c0_c1_c0) { + scale = uscale01_Stage1_c0_c0_c1_c0; + bias = ubias01_Stage1_c0_c0_c1_c0; + } else { + scale = uscale23_Stage1_c0_c0_c1_c0; + bias = ubias23_Stage1_c0_c0_c1_c0; + } + _output = t * scale + bias; + return _output; +} +vec4 ClampedGradientEffect_Stage1_c0_c0(vec4 _input) { + vec4 _output; + vec4 t = LinearGradientLayout_Stage1_c0_c0_c0_c0(vec4(1.0)); + if (t.x < 0.0) { + _output = uleftBorderColor_Stage1_c0_c0; + } else if (t.x > 1.0) { + _output = urightBorderColor_Stage1_c0_c0; + } else { + _output = DualIntervalGradientColorizer_Stage1_c0_c0_c1_c0(t); + } + { + _output.xyz *= _output.w; + } + return _output; +} +vec4 light_Stage4(vec3 normal, vec3 surfaceToLight, vec3 lightColor) { + float colorScale = uKD_Stage4 * dot(normal, surfaceToLight); + return vec4(lightColor * clamp(colorScale, 0.0, 1.0), 1.0); +} +float sobel_Stage4(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_Stage4(float x, float y, float scale) { + return normalize(vec3(-x * scale, -y * scale, 1.0)); +} +vec3 normal_Stage4(float m[9], float surfaceScale) { + return pointToNormal_Stage4(sobel_Stage4(m[0], m[2], m[3], m[5], m[6], m[8], 0.25), sobel_Stage4(m[0], m[6], m[1], m[7], m[2], m[8], 0.25), surfaceScale); +} +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 = blend_dst_in(vec4(1.0), ClampedGradientEffect_Stage1_c0_c0(vec4(1.0))); + } + vec4 output_Stage2; + { + vec2 translatedFragPos = gl_FragCoord.xy - uproxyRect_Stage2.xy; + float threshold = ucornerRadius_Stage2 + 2.0 * ublurRadius_Stage2; + vec2 middle = (uproxyRect_Stage2.zw - uproxyRect_Stage2.xy) - 2.0 * threshold; + if (translatedFragPos.x >= threshold && translatedFragPos.x < middle.x + threshold) { + translatedFragPos.x = threshold; + } else if (translatedFragPos.x >= middle.x + threshold) { + translatedFragPos.x -= middle.x - 1.0; + } + if (translatedFragPos.y > threshold && translatedFragPos.y < middle.y + threshold) { + translatedFragPos.y = threshold; + } else if (translatedFragPos.y >= middle.y + threshold) { + translatedFragPos.y -= middle.y - 1.0; + } + vec2 proxyDims = vec2(2.0 * threshold + 1.0); + vec2 texCoord = translatedFragPos / proxyDims; + output_Stage2 = output_Stage1 * texture(uTextureSampler_0_Stage2, texCoord); + } + vec4 output_Stage3; + { + vec4 inputColor = output_Stage2; + { + float nonZeroAlpha = max(inputColor.w, 9.9999997473787516e-05); + inputColor = vec4(inputColor.xyz / nonZeroAlpha, inputColor.w); + } + output_Stage3 = um_Stage3 * inputColor + uv_Stage3; + { + output_Stage3 = clamp(output_Stage3, 0.0, 1.0); + } + } + vec4 output_Stage4; + { + vec2 coord = vTransformedCoords_1_Stage0; + float m[9]; + vec4 temp0; + { + vec2 origCoord = coord + vec2(-1.0, 1.0) * uImageIncrement_Stage4; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage4.xy, uTexDom_Stage4.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage4, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage4.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage4.y); + if (err > uDecalParams_Stage4.z) { + err = 1.0; + } else if (uDecalParams_Stage4.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_Stage4; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage4.xy, uTexDom_Stage4.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage4, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage4.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage4.y); + if (err > uDecalParams_Stage4.z) { + err = 1.0; + } else if (uDecalParams_Stage4.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_Stage4; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage4.xy, uTexDom_Stage4.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage4, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage4.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage4.y); + if (err > uDecalParams_Stage4.z) { + err = 1.0; + } else if (uDecalParams_Stage4.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_Stage4; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage4.xy, uTexDom_Stage4.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage4, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage4.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage4.y); + if (err > uDecalParams_Stage4.z) { + err = 1.0; + } else if (uDecalParams_Stage4.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_Stage4.xy, uTexDom_Stage4.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage4, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage4.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage4.y); + if (err > uDecalParams_Stage4.z) { + err = 1.0; + } else if (uDecalParams_Stage4.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_Stage4; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage4.xy, uTexDom_Stage4.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage4, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage4.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage4.y); + if (err > uDecalParams_Stage4.z) { + err = 1.0; + } else if (uDecalParams_Stage4.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_Stage4; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage4.xy, uTexDom_Stage4.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage4, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage4.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage4.y); + if (err > uDecalParams_Stage4.z) { + err = 1.0; + } else if (uDecalParams_Stage4.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_Stage4; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage4.xy, uTexDom_Stage4.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage4, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage4.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage4.y); + if (err > uDecalParams_Stage4.z) { + err = 1.0; + } else if (uDecalParams_Stage4.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_Stage4; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage4.xy, uTexDom_Stage4.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage4, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage4.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage4.y); + if (err > uDecalParams_Stage4.z) { + err = 1.0; + } else if (uDecalParams_Stage4.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 = uLightDirection_Stage4; + output_Stage4 = light_Stage4(normal_Stage4(m, uSurfaceScale_Stage4), surfaceToLight, uLightColor_Stage4); + output_Stage4 *= output_Stage3; + } + vec4 output_Stage5; + { + output_Stage5 = floor(output_Stage4 * 255.0 + 0.5) / 255.0; + { + output_Stage5.xyz = floor((output_Stage5.xyz * output_Stage5.w) * 255.0 + 0.5) / 255.0; + } + } + vec4 output_Stage6; + { + vec2 coord = vTransformedCoords_2_Stage0; + vec2 zoom_coord = uoffset_Stage6 + coord * vec2(uxInvZoom_Stage6, uyInvZoom_Stage6); + vec2 delta = (coord - uboundsUniform_Stage6.xy) * uboundsUniform_Stage6.zw; + delta = min(delta, vec2(1.0, 1.0) - delta); + delta *= vec2(uxInvInset_Stage6, uyInvInset_Stage6); + float weight = 0.0; + if (delta.x < 2.0 && delta.y < 2.0) { + delta = vec2(2.0, 2.0) - delta; + float dist = length(delta); + dist = max(2.0 - dist, 0.0); + weight = min(dist * dist, 1.0); + } else { + vec2 delta_squared = delta * delta; + weight = min(min(delta_squared.x, delta_squared.y), 1.0); + } + output_Stage6 = texture(uTextureSampler_0_Stage6, mix(coord, zoom_coord, weight)); + } + { + sk_FragColor = output_Stage6 * output_Stage5; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uCoordTransformMatrix_0_Stage0; +uniform mat3 uCoordTransformMatrix_1_Stage0; +uniform mat3 uCoordTransformMatrix_2_Stage0; +in vec2 position; +in vec2 localCoord; +noperspective out vec2 vTransformedCoords_0_Stage0; +noperspective out vec2 vTransformedCoords_1_Stage0; +noperspective out vec2 vTransformedCoords_2_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; + vTransformedCoords_2_Stage0 = (uCoordTransformMatrix_2_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); +} + |