diff options
Diffstat (limited to 'shaders/skia/1033.shader_test')
-rw-r--r-- | shaders/skia/1033.shader_test | 329 |
1 files changed, 329 insertions, 0 deletions
diff --git a/shaders/skia/1033.shader_test b/shaders/skia/1033.shader_test new file mode 100644 index 0000000..d35e5a7 --- /dev/null +++ b/shaders/skia/1033.shader_test @@ -0,0 +1,329 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform vec4 uCoordTransformMatrix_2_Stage0; +uniform vec2 ubaseFrequency_Stage1; +uniform float uz_Stage1; +uniform vec2 ufocalParams_Stage2_c0_c0_c0_c0; +uniform vec4 uscale01_Stage2_c0_c0_c1_c0; +uniform vec4 ubias01_Stage2_c0_c0_c1_c0; +uniform vec4 uscale23_Stage2_c0_c0_c1_c0; +uniform vec4 ubias23_Stage2_c0_c0_c1_c0; +uniform float uthreshold_Stage2_c0_c0_c1_c0; +uniform vec2 uImageIncrement_Stage3_c1_c0; +uniform float uSurfaceScale_Stage3_c1_c0; +uniform vec3 uLightColor_Stage3_c1_c0; +uniform float uKS_Stage3_c1_c0; +uniform float uShininess_Stage3_c1_c0; +uniform vec4 uTexDom_Stage3_c1_c0; +uniform vec3 uDecalParams_Stage3_c1_c0; +uniform vec3 uLightLocation_Stage3_c1_c0; +uniform sampler2D uTextureSampler_0_Stage1; +uniform sampler2D uTextureSampler_1_Stage1; +uniform sampler2D uTextureSampler_0_Stage3; +noperspective in vec4 vcolor_Stage0; +noperspective in vec2 vTransformedCoords_0_Stage0; +noperspective in vec2 vTransformedCoords_1_Stage0; +vec3 fade_Stage1(vec3 t) { + return ((t * t) * t) * (t * (t * 6.0 - 15.0) + 10.0); +} +float perm_Stage1(float x) { + return texture(uTextureSampler_0_Stage1, vec2(fract(x / 256.0), 0.0)).x * 255.0; +} +float grad_Stage1(float x, vec3 p) { + return dot(texture(uTextureSampler_1_Stage1, vec2(fract(x / 16.0), 0.0)).xyz * 255.0 - vec3(1.0), p); +} +float lerp_Stage1(float a, float b, float w) { + return a + w * (b - a); +} +float noise_Stage1(vec3 p) { + vec3 P = mod(floor(p), 256.0); + p -= floor(p); + vec3 f = fade_Stage1(p); + float A = perm_Stage1(P.x) + P.y; + float AA = perm_Stage1(A) + P.z; + float AB = perm_Stage1(A + 1.0) + P.z; + float B = perm_Stage1(P.x + 1.0) + P.y; + float BA = perm_Stage1(B) + P.z; + float BB = perm_Stage1(B + 1.0) + P.z; + float result = lerp_Stage1(lerp_Stage1(lerp_Stage1(grad_Stage1(perm_Stage1(AA), p), grad_Stage1(perm_Stage1(BA), p + vec3(-1.0, 0.0, 0.0)), f.x), lerp_Stage1(grad_Stage1(perm_Stage1(AB), p + vec3(0.0, -1.0, 0.0)), grad_Stage1(perm_Stage1(BB), p + vec3(-1.0, -1.0, 0.0)), f.x), f.y), lerp_Stage1(lerp_Stage1(grad_Stage1(perm_Stage1(AA + 1.0), p + vec3(0.0, 0.0, -1.0)), grad_Stage1(perm_Stage1(BA + 1.0), p + vec3(-1.0, 0.0, -1.0)), f.x), lerp_Stage1(grad_Stage1(perm_Stage1(AB + 1.0), p + vec3(0.0, -1.0, -1.0)), grad_Stage1(perm_Stage1(BB + 1.0), p + vec3(-1.0, -1.0, -1.0)), f.x), f.y), f.z); + return result; +} +float noiseOctaves_Stage1(vec3 p) { + float result = 0.0; + float ratio = 1.0; + for (float i = 0.0;i < 4.0; i++) { + result += noise_Stage1(p) / ratio; + p *= 2.0; + ratio *= 2.0; + } + return (result + 1.0) / 2.0; +} +vec4 TwoPointConicalGradientLayout_Stage2_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + vec2 p = vTransformedCoords_1_Stage0; + float t = -1.0; + float v = 1.0; + { + { + float r0_2 = ufocalParams_Stage2_c0_c0_c0_c0.y; + t = r0_2 - p.y * p.y; + if (t >= 0.0) { + t = p.x + sqrt(t); + } else { + v = -1.0; + } + } + } + _output = vec4(t, v, 0.0, 0.0); + return _output; +} +vec4 DualIntervalGradientColorizer_Stage2_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + float t = _input.x; + vec4 scale, bias; + if (t < uthreshold_Stage2_c0_c0_c1_c0) { + scale = uscale01_Stage2_c0_c0_c1_c0; + bias = ubias01_Stage2_c0_c0_c1_c0; + } else { + scale = uscale23_Stage2_c0_c0_c1_c0; + bias = ubias23_Stage2_c0_c0_c1_c0; + } + _output = t * scale + bias; + return _output; +} +vec4 TiledGradientEffect_Stage2_c0_c0(vec4 _input) { + vec4 _output; + vec4 t = TwoPointConicalGradientLayout_Stage2_c0_c0_c0_c0(vec4(1.0)); + if (t.y < 0.0) { + _output = vec4(0.0); + } else { + { + float t_1 = t.x - 1.0; + float tiled_t = (t_1 - 2.0 * floor(t_1 * 0.5)) - 1.0; + t.x = abs(tiled_t); + } + _output = DualIntervalGradientColorizer_Stage2_c0_c0_c1_c0(t); + } + { + _output.xyz *= _output.w; + } + return _output; +} +vec4 light_Stage3_c1_c0(vec3 normal, vec3 surfaceToLight, vec3 lightColor) { + vec3 halfDir = normalize(surfaceToLight + vec3(0.0, 0.0, 1.0)); + float colorScale = uKS_Stage3_c1_c0 * pow(dot(normal, halfDir), uShininess_Stage3_c1_c0); + vec3 color = lightColor * clamp(colorScale, 0.0, 1.0); + return vec4(color, max(max(color.x, color.y), color.z)); +} +float sobel_Stage3_c1_c0(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_Stage3_c1_c0(float x, float y, float scale) { + return normalize(vec3(-x * scale, -y * scale, 1.0)); +} +vec3 normal_Stage3_c1_c0(float m[9], float surfaceScale) { + return pointToNormal_Stage3_c1_c0(sobel_Stage3_c1_c0(m[1], m[2], m[4], m[5], m[7], m[8], 0.5), sobel_Stage3_c1_c0(0.0, 0.0, m[1], m[7], m[2], m[8], 0.33333298563957214), surfaceScale); +} +vec4 SpecularLighting_Stage3_c1_c0(vec4 _input, vec2 _coords) { + _coords = _coords * uCoordTransformMatrix_2_Stage0.xz + uCoordTransformMatrix_2_Stage0.yw; + vec4 _output; + vec2 coord = _coords; + float m[9]; + vec4 temp0; + { + vec2 origCoord = coord + vec2(-1.0, 1.0) * uImageIncrement_Stage3_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage3_c1_c0.xy, uTexDom_Stage3_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage3, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage3_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage3_c1_c0.y); + if (err > uDecalParams_Stage3_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage3_c1_c0.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_Stage3_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage3_c1_c0.xy, uTexDom_Stage3_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage3, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage3_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage3_c1_c0.y); + if (err > uDecalParams_Stage3_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage3_c1_c0.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_Stage3_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage3_c1_c0.xy, uTexDom_Stage3_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage3, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage3_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage3_c1_c0.y); + if (err > uDecalParams_Stage3_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage3_c1_c0.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_Stage3_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage3_c1_c0.xy, uTexDom_Stage3_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage3, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage3_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage3_c1_c0.y); + if (err > uDecalParams_Stage3_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage3_c1_c0.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_Stage3_c1_c0.xy, uTexDom_Stage3_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage3, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage3_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage3_c1_c0.y); + if (err > uDecalParams_Stage3_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage3_c1_c0.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_Stage3_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage3_c1_c0.xy, uTexDom_Stage3_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage3, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage3_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage3_c1_c0.y); + if (err > uDecalParams_Stage3_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage3_c1_c0.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_Stage3_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage3_c1_c0.xy, uTexDom_Stage3_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage3, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage3_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage3_c1_c0.y); + if (err > uDecalParams_Stage3_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage3_c1_c0.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_Stage3_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage3_c1_c0.xy, uTexDom_Stage3_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage3, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage3_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage3_c1_c0.y); + if (err > uDecalParams_Stage3_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage3_c1_c0.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_Stage3_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage3_c1_c0.xy, uTexDom_Stage3_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage3, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage3_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage3_c1_c0.y); + if (err > uDecalParams_Stage3_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage3_c1_c0.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 = normalize(uLightLocation_Stage3_c1_c0 - vec3(gl_FragCoord.xy, uSurfaceScale_Stage3_c1_c0 * m[4])); + _output = light_Stage3_c1_c0(normal_Stage3_c1_c0(m, uSurfaceScale_Stage3_c1_c0), surfaceToLight, uLightColor_Stage3_c1_c0); + _output *= _input; + return _output; +} +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; + { + vec2 coords = vTransformedCoords_0_Stage0 * ubaseFrequency_Stage1; + float r = noiseOctaves_Stage1(vec3(coords, uz_Stage1)); + float g = noiseOctaves_Stage1(vec3(coords, uz_Stage1)); + float b = noiseOctaves_Stage1(vec3(coords, uz_Stage1)); + float a = noiseOctaves_Stage1(vec3(coords, uz_Stage1)); + output_Stage1 = vec4(r, g, b, a); + output_Stage1 = clamp(output_Stage1, 0.0, 1.0); + output_Stage1 = vec4(output_Stage1.xyz * output_Stage1.www, output_Stage1.w); + } + vec4 output_Stage2; + { + output_Stage2 = blend_dst_in(output_Stage1, TiledGradientEffect_Stage2_c0_c0(vec4(1.0))); + } + vec4 output_Stage3; + { + output_Stage3 = SpecularLighting_Stage3_c1_c0(output_Stage2, gl_FragCoord.xy); + } + { + sk_FragColor = output_Stage3; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uViewM_Stage0; +uniform mat3 uCoordTransformMatrix_0_Stage0; +uniform mat3 uCoordTransformMatrix_1_Stage0; +in vec2 inPosition; +in vec4 inColor; +noperspective out vec4 vcolor_Stage0; +noperspective out vec2 vTransformedCoords_0_Stage0; +noperspective out vec2 vTransformedCoords_1_Stage0; +void main() { + vec4 color = inColor; + vcolor_Stage0 = color; + vec2 pos2 = (uViewM_Stage0 * vec3(inPosition, 1.0)).xy; + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy; + vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_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); +} + |