diff options
Diffstat (limited to 'shaders/skia/1117.shader_test')
-rw-r--r-- | shaders/skia/1117.shader_test | 216 |
1 files changed, 216 insertions, 0 deletions
diff --git a/shaders/skia/1117.shader_test b/shaders/skia/1117.shader_test new file mode 100644 index 0000000..fcfd66d --- /dev/null +++ b/shaders/skia/1117.shader_test @@ -0,0 +1,216 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +#extension GL_KHR_blend_equation_advanced : require +#extension GL_ARB_fragment_coord_conventions : require +layout(origin_upper_left) in vec4 gl_FragCoord; +out vec4 sk_FragColor; +layout (blend_support_all_equations) out ; +uniform mat4 um_Stage1_c0_c0_c0_c0; +uniform vec4 uv_Stage1_c0_c0_c0_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[1]; +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 urectUniform_Stage1_c1_c0; +uniform sampler2D uTextureSampler_0_Stage1; +uniform sampler2D uTextureSampler_1_Stage1; +uniform sampler2D uTextureSampler_2_Stage1; +noperspective in vec2 vEllipseOffsets0_Stage0; +noperspective in vec2 vEllipseOffsets1_Stage0; +noperspective in vec4 vinColor_Stage0; +noperspective in vec2 vTransformedCoords_0_Stage0; +noperspective in vec2 vTransformedCoords_1_Stage0; +noperspective in vec2 vTransformedCoords_2_Stage0; +vec4 ColorMatrixFragmentProcessor_Stage1_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = _input; + { + float nonZeroAlpha = max(inputColor.w, 9.9999997473787516e-05); + inputColor = vec4(inputColor.xyz / nonZeroAlpha, inputColor.w); + } + _output = um_Stage1_c0_c0_c0_c0 * inputColor + uv_Stage1_c0_c0_c0_c0; + { + _output.w = clamp(_output.w, 0.0, 1.0); + } + { + _output.xyz *= _output.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 - uImageIncrement_Stage1_c0_c0_c1_c0_c0_c0; + vec2 coordSampled = vec2(0.0, 0.0); + coordSampled = coord; + coordSampled.x = mod(coord.x - uBounds_Stage1_c0_c0_c1_c0_c0_c0.x, uBounds_Stage1_c0_c0_c1_c0_c0_c0.y - uBounds_Stage1_c0_c0_c1_c0_c0_c0.x) + uBounds_Stage1_c0_c0_c1_c0_c0_c0.x; + _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; + coordSampled.x = mod(coord.x - uBounds_Stage1_c0_c0_c1_c0_c0_c0.x, uBounds_Stage1_c0_c0_c1_c0_c0_c0.y - uBounds_Stage1_c0_c0_c1_c0_c0_c0.x) + uBounds_Stage1_c0_c0_c1_c0_c0_c0.x; + _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; + coordSampled.x = mod(coord.x - uBounds_Stage1_c0_c0_c1_c0_c0_c0.x, uBounds_Stage1_c0_c0_c1_c0_c0_c0.y - uBounds_Stage1_c0_c0_c1_c0_c0_c0.x) + uBounds_Stage1_c0_c0_c1_c0_c0_c0.x; + _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; + _output *= _input; + return _output; +} +vec4 DisplacementMap_Stage1_c0_c0_c1_c0_c1_c0(vec4 _input) { + vec4 _output; + vec4 dColor = texture(uTextureSampler_1_Stage1, vTransformedCoords_1_Stage0); + dColor.xyz = dColor.w < 9.9999999747524271e-07 ? vec3(0.0) : clamp(dColor.xyz / dColor.w, 0.0, 1.0); + vec2 cCoords = vTransformedCoords_2_Stage0 + uScale_Stage1_c0_c0_c1_c0_c1_c0 * (dColor.zw - 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; +} +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_c1_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_color(GaussianConvolution_Stage1_c0_c0_c1_c0_c0_c0(inputColor), DisplacementMap_Stage1_c0_c0_c1_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +float _blend_overlay_component(float sc, float sa, float dc, float da) { + if (2.0 * dc <= da) { + return (2.0 * sc) * dc; + } + return sa * da - (2.0 * (da - dc)) * (sa - sc); +} +vec4 blend_overlay(vec4 src, vec4 dst) { + vec4 result = vec4(_blend_overlay_component(src.x, src.w, dst.x, dst.w), _blend_overlay_component(src.y, src.w, dst.y, dst.w), _blend_overlay_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w); + result.xyz += dst.xyz * (1.0 - src.w) + src.xyz * (1.0 - dst.w); + return result; +} +vec4 ComposeTwo_Stage1_c0_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_overlay(ColorMatrixFragmentProcessor_Stage1_c0_c0_c0_c0(inputColor), ComposeTwo_Stage1_c0_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 AARectEffect_Stage1_c1_c0(vec4 _input) { + vec4 _output; + float alpha; + { + alpha = float(all(greaterThan(vec4(gl_FragCoord.xy, urectUniform_Stage1_c1_c0.zw), vec4(urectUniform_Stage1_c1_c0.xy, gl_FragCoord.xy))) ? 1 : 0); + } + _output = _input * alpha; + return _output; +} +float _guarded_divide(float n, float d) { + return n / d; +} +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; + 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); + outputCoverage_Stage0 = vec4(edgeAlpha); + } + vec4 output_Stage1; + { + vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0); + output_Stage1 = blend_color_dodge(ComposeTwo_Stage1_c0_c0(inputColor), AARectEffect_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; +uniform mat3 uCoordTransformMatrix_1_Stage0; +uniform mat3 uCoordTransformMatrix_2_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; +noperspective out vec2 vTransformedCoords_1_Stage0; +noperspective out vec2 vTransformedCoords_2_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; + vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(inPosition, 1.0)).xy; + vTransformedCoords_2_Stage0 = (uCoordTransformMatrix_2_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); +} + |