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-rw-r--r--shaders/skia/1192.shader_test210
1 files changed, 210 insertions, 0 deletions
diff --git a/shaders/skia/1192.shader_test b/shaders/skia/1192.shader_test
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+++ b/shaders/skia/1192.shader_test
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+[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 urectUniform_Stage1;
+uniform vec2 ubaseFrequency_Stage2_c0_c0;
+uniform vec2 ustitchData_Stage2_c0_c0;
+uniform vec2 uScale_Stage3;
+uniform vec4 uTexDom_Stage3;
+uniform vec3 uDecalParams_Stage3;
+uniform vec4 uellipse_Stage4_c1_c0;
+uniform sampler2D uTextureSampler_0_Stage2;
+uniform sampler2D uTextureSampler_1_Stage2;
+uniform sampler2D uTextureSampler_0_Stage3;
+uniform sampler2D uTextureSampler_1_Stage3;
+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;
+noperspective in vec2 vTransformedCoords_3_Stage0;
+float perlinnoise_Stage2_c0_c0(float chanCoord, vec2 noiseVec, vec2 stitchData) {
+ vec4 floorVal;
+ floorVal.xy = floor(noiseVec);
+ floorVal.zw = floorVal.xy + vec2(1.0);
+ vec2 fractVal = fract(noiseVec);
+ vec2 noiseSmooth = (fractVal * fractVal) * (vec2(3.0) - vec2(2.0) * fractVal);
+ if (floorVal.x >= stitchData.x) {
+ floorVal.x -= stitchData.x;
+ }
+ if (floorVal.y >= stitchData.y) {
+ floorVal.y -= stitchData.y;
+ }
+ if (floorVal.z >= stitchData.x) {
+ floorVal.z -= stitchData.x;
+ }
+ if (floorVal.w >= stitchData.y) {
+ floorVal.w -= stitchData.y;
+ }
+ floorVal = fract(floor(mod(floorVal, 256.0)) / vec4(256.0));
+ vec2 latticeIdx;
+ latticeIdx.x = texture(uTextureSampler_0_Stage2, vec2(floorVal.x, 0.5)).x;
+ latticeIdx.y = texture(uTextureSampler_0_Stage2, vec2(floorVal.z, 0.5)).x;
+ vec4 bcoords = fract(latticeIdx.xyxy + floorVal.yyww);
+ vec2 uv;
+ vec4 lattice = texture(uTextureSampler_1_Stage2, vec2(bcoords.x, chanCoord)).zyxw;
+ uv.x = dot((lattice.yw + lattice.xz * vec2(0.00390625)) * vec2(2.0) - vec2(1.0), fractVal);
+ fractVal.x -= 1.0;
+ lattice = texture(uTextureSampler_1_Stage2, vec2(bcoords.y, chanCoord)).zyxw;
+ uv.y = dot((lattice.yw + lattice.xz * vec2(0.00390625)) * vec2(2.0) - vec2(1.0), fractVal);
+ vec2 ab;
+ ab.x = mix(uv.x, uv.y, noiseSmooth.x);
+ fractVal.y -= 1.0;
+ lattice = texture(uTextureSampler_1_Stage2, vec2(bcoords.w, chanCoord)).zyxw;
+ uv.y = dot((lattice.yw + lattice.xz * vec2(0.00390625)) * vec2(2.0) - vec2(1.0), fractVal);
+ fractVal.x += 1.0;
+ lattice = texture(uTextureSampler_1_Stage2, vec2(bcoords.z, chanCoord)).zyxw;
+ uv.x = dot((lattice.yw + lattice.xz * vec2(0.00390625)) * vec2(2.0) - vec2(1.0), fractVal);
+ ab.y = mix(uv.x, uv.y, noiseSmooth.x);
+ return mix(ab.x, ab.y, noiseSmooth.y);
+}
+vec4 PerlinNoise_Stage2_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec2 noiseVec = floor(vTransformedCoords_0_Stage0) * ubaseFrequency_Stage2_c0_c0;
+ _output = vec4(0.0);
+ vec2 stitchData = ustitchData_Stage2_c0_c0;
+ float ratio = 1.0;
+ for (int octave = 0;octave < 9; ++octave) {
+ _output += vec4(perlinnoise_Stage2_c0_c0(0.125, noiseVec, stitchData), perlinnoise_Stage2_c0_c0(0.375, noiseVec, stitchData), perlinnoise_Stage2_c0_c0(0.625, noiseVec, stitchData), perlinnoise_Stage2_c0_c0(0.875, noiseVec, stitchData)) * ratio;
+ noiseVec *= vec2(2.0);
+ ratio *= 0.5;
+ stitchData *= vec2(2.0);
+ }
+ _output = _output * vec4(0.5) + vec4(0.5);
+ _output = clamp(_output, 0.0, 1.0);
+ _output = vec4(_output.xyz * _output.www, _output.w);
+ return _output;
+}
+vec4 EllipseEffect_Stage4_c1_c0(vec4 _input, vec2 _coords) {
+ vec4 _output;
+ vec2 d = gl_FragCoord.xy - uellipse_Stage4_c1_c0.xy;
+ vec2 Z = d * uellipse_Stage4_c1_c0.zw;
+ float implicit = dot(Z, d) - 1.0;
+ float grad_dot = 4.0 * dot(Z, Z);
+ {
+ grad_dot = max(grad_dot, 1.1754999560161448e-38);
+ }
+ float approx_dist = implicit * inversesqrt(grad_dot);
+ float alpha;
+ {
+ alpha = approx_dist > 0.0 ? 0.0 : 1.0;
+ }
+ _output = _input * alpha;
+ 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 outputColor_Stage0;
+ {
+ outputColor_Stage0 = vinColor_Stage0;
+ 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);
+ }
+ vec4 output_Stage1;
+ {
+ float alpha;
+ {
+ float xSub, ySub;
+ xSub = min(gl_FragCoord.x - urectUniform_Stage1.x, 0.0);
+ xSub += min(urectUniform_Stage1.z - gl_FragCoord.x, 0.0);
+ ySub = min(gl_FragCoord.y - urectUniform_Stage1.y, 0.0);
+ ySub += min(urectUniform_Stage1.w - gl_FragCoord.y, 0.0);
+ alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));
+ }
+ {
+ alpha = 1.0 - alpha;
+ }
+ output_Stage1 = outputColor_Stage0 * alpha;
+ }
+ vec4 output_Stage2;
+ {
+ output_Stage2 = blend_dst_in(output_Stage1, PerlinNoise_Stage2_c0_c0(vec4(1.0)));
+ }
+ vec4 output_Stage3;
+ {
+ vec4 dColor = texture(uTextureSampler_0_Stage3, 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_Stage3 * (dColor.ww - vec2(0.5));
+ {
+ vec2 origCoord = cCoords;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage3.xy, uTexDom_Stage3.zw);
+ vec4 textureColor = texture(uTextureSampler_1_Stage3, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage3.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage3.y);
+ if (err > uDecalParams_Stage3.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage3.z < 1.0) {
+ err = 0.0;
+ }
+ output_Stage3 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
+ }
+ }
+ vec4 output_Stage4;
+ {
+ output_Stage4 = EllipseEffect_Stage4_c1_c0(output_Stage3, gl_FragCoord.xy);
+ }
+ vec4 output_Stage5;
+ {
+ output_Stage5 = output_Stage4;
+ float value;
+ {
+ uint x = uint(vTransformedCoords_3_Stage0.x);
+ uint y = uint(vTransformedCoords_3_Stage0.y);
+ uint m = (((((y & 1u) << 5u | (x & 1u) << 4u) | (y & 2u) << 2u) | (x & 2u) << 1u) | (y & 4u) >> 1u) | (x & 4u) >> 2u;
+ value = float(m) / 64.0 - 0.4921875;
+ }
+ output_Stage5 = vec4(clamp(output_Stage5.xyz + value * 0.066666670143604279, 0.0, output_Stage5.w), output_Stage5.w);
+ }
+ {
+ sk_FragColor = output_Stage5 * output_Stage2;
+ }
+}
+
+[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;
+uniform mat3 uCoordTransformMatrix_3_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;
+noperspective out vec2 vTransformedCoords_3_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;
+ vTransformedCoords_3_Stage0 = (uCoordTransformMatrix_3_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);
+}
+