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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/97-20.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/97-20.shader_test')
-rw-r--r--shaders/skia/97-20.shader_test324
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);
+}
+