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-rw-r--r--shaders/skia/1216.shader_test224
1 files changed, 224 insertions, 0 deletions
diff --git a/shaders/skia/1216.shader_test b/shaders/skia/1216.shader_test
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+++ b/shaders/skia/1216.shader_test
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+[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 vec2 uImageIncrement_Stage1;
+uniform float uSurfaceScale_Stage1;
+uniform vec3 uLightColor_Stage1;
+uniform float uKD_Stage1;
+uniform vec4 uTexDom_Stage1;
+uniform vec3 uDecalParams_Stage1;
+uniform vec3 uLightLocation_Stage1;
+uniform sampler2D uTextureSampler_0_Stage1;
+noperspective in vec2 vEllipseOffsets0_Stage0;
+noperspective in vec2 vEllipseOffsets1_Stage0;
+noperspective in vec4 vinColor_Stage0;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+vec4 light_Stage1(vec3 normal, vec3 surfaceToLight, vec3 lightColor) {
+ float colorScale = uKD_Stage1 * dot(normal, surfaceToLight);
+ return vec4(lightColor * clamp(colorScale, 0.0, 1.0), 1.0);
+}
+float sobel_Stage1(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(float x, float y, float scale) {
+ return normalize(vec3(-x * scale, -y * scale, 1.0));
+}
+vec3 normal_Stage1(float m[9], float surfaceScale) {
+ return pointToNormal_Stage1(sobel_Stage1(0.0, 0.0, m[4], m[5], m[7], m[8], 0.66666698455810547), sobel_Stage1(0.0, 0.0, m[4], m[7], m[5], m[8], 0.66666698455810547), surfaceScale);
+}
+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;
+ {
+ vec2 coord = vTransformedCoords_0_Stage0;
+ float m[9];
+ vec4 temp0;
+ {
+ vec2 origCoord = coord + vec2(-1.0, 1.0) * uImageIncrement_Stage1;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y);
+ if (err > uDecalParams_Stage1.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1.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;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y);
+ if (err > uDecalParams_Stage1.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1.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;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y);
+ if (err > uDecalParams_Stage1.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1.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;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y);
+ if (err > uDecalParams_Stage1.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1.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.xy, uTexDom_Stage1.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y);
+ if (err > uDecalParams_Stage1.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1.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;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y);
+ if (err > uDecalParams_Stage1.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1.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;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y);
+ if (err > uDecalParams_Stage1.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1.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;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y);
+ if (err > uDecalParams_Stage1.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1.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;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y);
+ if (err > uDecalParams_Stage1.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1.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_Stage1 - vec3(gl_FragCoord.xy, uSurfaceScale_Stage1 * m[4]));
+ output_Stage1 = light_Stage1(normal_Stage1(m, uSurfaceScale_Stage1), surfaceToLight, uLightColor_Stage1);
+ output_Stage1 *= outputColor_Stage0;
+ }
+ {
+ sk_FragColor = outputCoverage_Stage0 * output_Stage1;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uViewM_Stage0;
+uniform mat3 uCoordTransformMatrix_0_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;
+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;
+ 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);
+}
+