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Diffstat (limited to 'shaders/skia/1285.shader_test')
-rw-r--r-- | shaders/skia/1285.shader_test | 253 |
1 files changed, 253 insertions, 0 deletions
diff --git a/shaders/skia/1285.shader_test b/shaders/skia/1285.shader_test new file mode 100644 index 0000000..4687673 --- /dev/null +++ b/shaders/skia/1285.shader_test @@ -0,0 +1,253 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +#extension GL_ARB_fragment_coord_conventions : require +layout(origin_upper_left) in vec4 gl_FragCoord; +out vec4 sk_FragColor; +uniform vec4 uColor_Stage0; +uniform vec3 uedges_Stage1[3]; +uniform vec4 uleftBorderColor_Stage2_c0_c0; +uniform vec4 urightBorderColor_Stage2_c0_c0; +uniform float ubias_Stage2_c0_c0_c0_c0; +uniform float uscale_Stage2_c0_c0_c0_c0; +uniform vec4 ustart_Stage2_c0_c0_c1_c0; +uniform vec4 uend_Stage2_c0_c0_c1_c0; +uniform vec4 uboundsUniform_Stage3; +uniform float uxInvZoom_Stage3; +uniform float uyInvZoom_Stage3; +uniform float uxInvInset_Stage3; +uniform float uyInvInset_Stage3; +uniform vec2 uoffset_Stage3; +uniform vec2 ubaseFrequency_Stage4; +uniform float uz_Stage4; +uniform vec4 ucolor_Stage5; +uniform vec2 ufocalParams_Stage6_c1_c0_c0_c0; +uniform vec4 uscale0_1_Stage6_c1_c0_c1_c0; +uniform vec4 uscale2_3_Stage6_c1_c0_c1_c0; +uniform vec4 uscale4_5_Stage6_c1_c0_c1_c0; +uniform vec4 ubias0_1_Stage6_c1_c0_c1_c0; +uniform vec4 ubias2_3_Stage6_c1_c0_c1_c0; +uniform vec4 ubias4_5_Stage6_c1_c0_c1_c0; +uniform vec4 uthresholds1_7_Stage6_c1_c0_c1_c0; +uniform vec4 uthresholds9_13_Stage6_c1_c0_c1_c0; +uniform sampler2D uTextureSampler_0_Stage3; +uniform sampler2D uTextureSampler_0_Stage4; +uniform sampler2D uTextureSampler_1_Stage4; +noperspective in vec2 vTransformedCoords_0_Stage0; +noperspective in vec2 vTransformedCoords_1_Stage0; +noperspective in vec2 vTransformedCoords_2_Stage0; +noperspective in vec2 vTransformedCoords_3_Stage0; +vec4 SweepGradientLayout_Stage2_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + float angle; + { + angle = atan(-vTransformedCoords_0_Stage0.y, -vTransformedCoords_0_Stage0.x); + } + float t = ((angle * 0.15915493667125702 + 0.5) + ubias_Stage2_c0_c0_c0_c0) * uscale_Stage2_c0_c0_c0_c0; + _output = vec4(t, 1.0, 0.0, 0.0); + return _output; +} +vec4 SingleIntervalGradientColorizer_Stage2_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + float t = _input.x; + _output = (1.0 - t) * ustart_Stage2_c0_c0_c1_c0 + t * uend_Stage2_c0_c0_c1_c0; + return _output; +} +vec4 ClampedGradientEffect_Stage2_c0_c0(vec4 _input) { + vec4 _output; + vec4 t = SweepGradientLayout_Stage2_c0_c0_c0_c0(vec4(1.0)); + if (t.x < 0.0) { + _output = uleftBorderColor_Stage2_c0_c0; + } else if (t.x > 1.0) { + _output = urightBorderColor_Stage2_c0_c0; + } else { + _output = SingleIntervalGradientColorizer_Stage2_c0_c0_c1_c0(t); + } + { + _output.xyz *= _output.w; + } + return _output; +} +vec3 fade_Stage4(vec3 t) { + return ((t * t) * t) * (t * (t * 6.0 - 15.0) + 10.0); +} +float perm_Stage4(float x) { + return texture(uTextureSampler_0_Stage4, vec2(fract(x / 256.0), 0.0)).x * 255.0; +} +float grad_Stage4(float x, vec3 p) { + return dot(texture(uTextureSampler_1_Stage4, vec2(fract(x / 16.0), 0.0)).xyz * 255.0 - vec3(1.0), p); +} +float lerp_Stage4(float a, float b, float w) { + return a + w * (b - a); +} +float noise_Stage4(vec3 p) { + vec3 P = mod(floor(p), 256.0); + p -= floor(p); + vec3 f = fade_Stage4(p); + float A = perm_Stage4(P.x) + P.y; + float AA = perm_Stage4(A) + P.z; + float AB = perm_Stage4(A + 1.0) + P.z; + float B = perm_Stage4(P.x + 1.0) + P.y; + float BA = perm_Stage4(B) + P.z; + float BB = perm_Stage4(B + 1.0) + P.z; + float result = lerp_Stage4(lerp_Stage4(lerp_Stage4(grad_Stage4(perm_Stage4(AA), p), grad_Stage4(perm_Stage4(BA), p + vec3(-1.0, 0.0, 0.0)), f.x), lerp_Stage4(grad_Stage4(perm_Stage4(AB), p + vec3(0.0, -1.0, 0.0)), grad_Stage4(perm_Stage4(BB), p + vec3(-1.0, -1.0, 0.0)), f.x), f.y), lerp_Stage4(lerp_Stage4(grad_Stage4(perm_Stage4(AA + 1.0), p + vec3(0.0, 0.0, -1.0)), grad_Stage4(perm_Stage4(BA + 1.0), p + vec3(-1.0, 0.0, -1.0)), f.x), lerp_Stage4(grad_Stage4(perm_Stage4(AB + 1.0), p + vec3(0.0, -1.0, -1.0)), grad_Stage4(perm_Stage4(BB + 1.0), p + vec3(-1.0, -1.0, -1.0)), f.x), f.y), f.z); + return result; +} +float noiseOctaves_Stage4(vec3 p) { + float result = 0.0; + float ratio = 1.0; + for (float i = 0.0;i < 9.0; i++) { + result += noise_Stage4(p) / ratio; + p *= 2.0; + ratio *= 2.0; + } + return (result + 1.0) / 2.0; +} +vec4 TwoPointConicalGradientLayout_Stage6_c1_c0_c0_c0(vec4 _input) { + vec4 _output; + vec2 p = vTransformedCoords_3_Stage0; + float t = -1.0; + { + { + float r0 = ufocalParams_Stage6_c1_c0_c0_c0.x; + { + t = -length(p) - r0; + } + } + } + _output = vec4(t, 1.0, 0.0, 0.0); + return _output; +} +vec4 UnrolledBinaryGradientColorizer_Stage6_c1_c0_c1_c0(vec4 _input) { + vec4 _output; + float t = _input.x; + vec4 scale, bias; + { + if (t < uthresholds1_7_Stage6_c1_c0_c1_c0.y) { + if (t < uthresholds1_7_Stage6_c1_c0_c1_c0.x) { + scale = uscale0_1_Stage6_c1_c0_c1_c0; + bias = ubias0_1_Stage6_c1_c0_c1_c0; + } else { + scale = uscale2_3_Stage6_c1_c0_c1_c0; + bias = ubias2_3_Stage6_c1_c0_c1_c0; + } + } else { + { + scale = uscale4_5_Stage6_c1_c0_c1_c0; + bias = ubias4_5_Stage6_c1_c0_c1_c0; + } + } + } + _output = t * scale + bias; + return _output; +} +vec4 TiledGradientEffect_Stage6_c1_c0(vec4 _input) { + vec4 _output; + vec4 t = TwoPointConicalGradientLayout_Stage6_c1_c0_c0_c0(vec4(1.0)); + if (t.y < 0.0) { + _output = vec4(0.0); + } else { + { + t.x = fract(t.x); + } + _output = UnrolledBinaryGradientColorizer_Stage6_c1_c0_c1_c0(t); + } + { + _output.xyz *= _output.w; + } + 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 = uColor_Stage0; + } + vec4 output_Stage1; + { + float alpha = 1.0; + float edge; + edge = dot(uedges_Stage1[0], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); + edge = clamp(edge, 0.0, 1.0); + alpha *= edge; + edge = dot(uedges_Stage1[1], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); + edge = clamp(edge, 0.0, 1.0); + alpha *= edge; + edge = dot(uedges_Stage1[2], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); + edge = clamp(edge, 0.0, 1.0); + alpha *= edge; + alpha = 1.0 - alpha; + output_Stage1 = outputColor_Stage0 * alpha; + } + { + blend_dst_in(output_Stage1, ClampedGradientEffect_Stage2_c0_c0(vec4(1.0))); + } + { + vec2 coord = vTransformedCoords_1_Stage0; + vec2 delta = (coord - uboundsUniform_Stage3.xy) * uboundsUniform_Stage3.zw; + delta = min(delta, vec2(1.0, 1.0) - delta); + delta *= vec2(uxInvInset_Stage3, uyInvInset_Stage3); + if (delta.x < 2.0 && delta.y < 2.0) { + delta = vec2(2.0, 2.0) - delta; + float dist = length(delta); + dist = max(2.0 - dist, 0.0); + } + } + vec4 output_Stage4; + { + vec2 coords = vTransformedCoords_2_Stage0 * ubaseFrequency_Stage4; + float r = noiseOctaves_Stage4(vec3(coords, uz_Stage4)); + float g = noiseOctaves_Stage4(vec3(coords, uz_Stage4)); + float b = noiseOctaves_Stage4(vec3(coords, uz_Stage4)); + float a = noiseOctaves_Stage4(vec3(coords, uz_Stage4)); + output_Stage4 = vec4(r, g, b, a); + output_Stage4 = clamp(output_Stage4, 0.0, 1.0); + output_Stage4 = vec4(output_Stage4.xyz * output_Stage4.www, output_Stage4.w); + } + vec4 output_Stage5; + { + { + output_Stage5 = ucolor_Stage5; + } + } + vec4 output_Stage6; + { + output_Stage6 = blend_dst_in(vec4(1.0), TiledGradientEffect_Stage6_c1_c0(vec4(1.0))); + } + { + sk_FragColor = output_Stage5 * output_Stage6; + } +} + +[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; +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() { + 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); +} + |