diff options
Diffstat (limited to 'shaders/skia/1135.shader_test')
-rw-r--r-- | shaders/skia/1135.shader_test | 263 |
1 files changed, 263 insertions, 0 deletions
diff --git a/shaders/skia/1135.shader_test b/shaders/skia/1135.shader_test new file mode 100644 index 0000000..808a0b2 --- /dev/null +++ b/shaders/skia/1135.shader_test @@ -0,0 +1,263 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform vec2 uImageIncrement_Stage1_c0_c0_c0_c0; +uniform float uSurfaceScale_Stage1_c0_c0_c0_c0; +uniform vec3 uLightColor_Stage1_c0_c0_c0_c0; +uniform float uKS_Stage1_c0_c0_c0_c0; +uniform float uShininess_Stage1_c0_c0_c0_c0; +uniform vec4 uTexDom_Stage1_c0_c0_c0_c0; +uniform vec3 uDecalParams_Stage1_c0_c0_c0_c0; +uniform vec3 uLightDirection_Stage1_c0_c0_c0_c0; +uniform sampler2D uTextureSampler_0_Stage1; +uniform sampler2D uTextureSampler_1_Stage1; +noperspective in vec2 vEllipseOffsets_Stage0; +noperspective in vec4 vEllipseRadii_Stage0; +noperspective in vec4 vinColor_Stage0; +noperspective in vec2 vTransformedCoords_0_Stage0; +noperspective in vec2 vTransformedCoords_1_Stage0; +vec4 light_Stage1_c0_c0_c0_c0(vec3 normal, vec3 surfaceToLight, vec3 lightColor) { + vec3 halfDir = normalize(surfaceToLight + vec3(0.0, 0.0, 1.0)); + float colorScale = uKS_Stage1_c0_c0_c0_c0 * pow(dot(normal, halfDir), uShininess_Stage1_c0_c0_c0_c0); + vec3 color = lightColor * clamp(colorScale, 0.0, 1.0); + return vec4(color, max(max(color.x, color.y), color.z)); +} +float sobel_Stage1_c0_c0_c0_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_Stage1_c0_c0_c0_c0(float x, float y, float scale) { + return normalize(vec3(-x * scale, -y * scale, 1.0)); +} +vec3 normal_Stage1_c0_c0_c0_c0(float m[9], float surfaceScale) { + return pointToNormal_Stage1_c0_c0_c0_c0(sobel_Stage1_c0_c0_c0_c0(0.0, 0.0, m[3], m[4], m[6], m[7], 0.66666698455810547), sobel_Stage1_c0_c0_c0_c0(m[3], m[6], m[4], m[7], 0.0, 0.0, 0.66666698455810547), surfaceScale); +} +vec4 SpecularLighting_Stage1_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + vec2 coord = vTransformedCoords_0_Stage0; + float m[9]; + vec4 temp0; + { + vec2 origCoord = coord + vec2(-1.0, 1.0) * uImageIncrement_Stage1_c0_c0_c0_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0.xy, uTexDom_Stage1_c0_c0_c0_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c0_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c0_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_Stage1_c0_c0_c0_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0.xy, uTexDom_Stage1_c0_c0_c0_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c0_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c0_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_Stage1_c0_c0_c0_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0.xy, uTexDom_Stage1_c0_c0_c0_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c0_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c0_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_Stage1_c0_c0_c0_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0.xy, uTexDom_Stage1_c0_c0_c0_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c0_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c0_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_Stage1_c0_c0_c0_c0.xy, uTexDom_Stage1_c0_c0_c0_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c0_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c0_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_Stage1_c0_c0_c0_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0.xy, uTexDom_Stage1_c0_c0_c0_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c0_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c0_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_Stage1_c0_c0_c0_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0.xy, uTexDom_Stage1_c0_c0_c0_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c0_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c0_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_Stage1_c0_c0_c0_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0.xy, uTexDom_Stage1_c0_c0_c0_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c0_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c0_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_Stage1_c0_c0_c0_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0.xy, uTexDom_Stage1_c0_c0_c0_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c0_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c0_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 = uLightDirection_Stage1_c0_c0_c0_c0; + _output = light_Stage1_c0_c0_c0_c0(normal_Stage1_c0_c0_c0_c0(m, uSurfaceScale_Stage1_c0_c0_c0_c0), surfaceToLight, uLightColor_Stage1_c0_c0_c0_c0); + _output *= _input; + return _output; +} +vec4 TextureEffect_Stage1_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + _output = texture(uTextureSampler_1_Stage1, vTransformedCoords_1_Stage0) * _input; + return _output; +} +vec4 blend_src_over(vec4 src, vec4 dst) { + return src + (1.0 - src.w) * dst; +} +vec4 blend_lighten(vec4 src, vec4 dst) { + vec4 result = blend_src_over(src, dst); + result.xyz = max(result.xyz, (1.0 - dst.w) * src.xyz + dst.xyz); + return result; +} +vec4 ComposeTwo_Stage1_c0_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_lighten(SpecularLighting_Stage1_c0_c0_c0_c0(inputColor), TextureEffect_Stage1_c0_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 ConfigConversionEffect_Stage1_c1_c0(vec4 _input) { + vec4 _output; + _output = floor(_input * 255.0 + 0.5) / 255.0; + { + _output.xyz = floor((_output.xyz * _output.w) * 255.0 + 0.5) / 255.0; + } + return _output; +} +vec4 blend_modulate(vec4 src, vec4 dst) { + return src * dst; +} +void main() { + vec4 outputColor_Stage0; + vec4 outputCoverage_Stage0; + { + outputColor_Stage0 = vinColor_Stage0; + vec2 offset = vEllipseOffsets_Stage0; + float test = dot(offset, offset) - 1.0; + vec2 grad = (2.0 * offset) * vEllipseRadii_Stage0.xy; + float grad_dot = 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_modulate(ComposeTwo_Stage1_c0_c0(inputColor), ConfigConversionEffect_Stage1_c1_c0(inputColor)); + output_Stage1 *= outputColor_Stage0.w; + } + { + sk_FragColor = (1.0 - output_Stage1.w) * outputCoverage_Stage0; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uCoordTransformMatrix_0_Stage0; +uniform mat3 uCoordTransformMatrix_1_Stage0; +in vec2 inPosition; +in vec4 inColor; +in vec2 inEllipseOffset; +in vec4 inEllipseRadii; +noperspective out vec2 vEllipseOffsets_Stage0; +noperspective out vec4 vEllipseRadii_Stage0; +noperspective out vec4 vinColor_Stage0; +noperspective out vec2 vTransformedCoords_0_Stage0; +noperspective out vec2 vTransformedCoords_1_Stage0; +void main() { + vEllipseOffsets_Stage0 = inEllipseOffset; + vEllipseRadii_Stage0 = inEllipseRadii; + vinColor_Stage0 = inColor; + vec2 pos2 = inPosition; + 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); +} + |