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Diffstat (limited to 'shaders/skia/1192.shader_test')
-rw-r--r-- | shaders/skia/1192.shader_test | 210 |
1 files changed, 210 insertions, 0 deletions
diff --git a/shaders/skia/1192.shader_test b/shaders/skia/1192.shader_test new file mode 100644 index 0000000..3c95692 --- /dev/null +++ b/shaders/skia/1192.shader_test @@ -0,0 +1,210 @@ +[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); +} + |