diff options
Diffstat (limited to 'shaders/skia/136-12.shader_test')
-rw-r--r-- | shaders/skia/136-12.shader_test | 386 |
1 files changed, 386 insertions, 0 deletions
diff --git a/shaders/skia/136-12.shader_test b/shaders/skia/136-12.shader_test new file mode 100644 index 0000000..3edcd82 --- /dev/null +++ b/shaders/skia/136-12.shader_test @@ -0,0 +1,386 @@ +[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 vec4 uinnerRect_Stage1_c0_c0_c0_c0_c0_c0; +uniform vec2 uradiusPlusHalf_Stage1_c0_c0_c0_c0_c0_c0; +uniform vec4 urectUniform_Stage1_c0_c0_c0_c0_c1_c0; +uniform vec2 uImageIncrement_Stage1_c0_c0_c1_c0; +uniform float uSurfaceScale_Stage1_c0_c0_c1_c0; +uniform vec3 uLightColor_Stage1_c0_c0_c1_c0; +uniform float uKD_Stage1_c0_c0_c1_c0; +uniform vec4 uTexDom_Stage1_c0_c0_c1_c0; +uniform vec3 uDecalParams_Stage1_c0_c0_c1_c0; +uniform vec3 uLightDirection_Stage1_c0_c0_c1_c0; +uniform mat4 um_Stage1_c1_c0_c1_c0_c0_c0; +uniform vec4 uv_Stage1_c1_c0_c1_c0_c0_c0; +uniform sampler2D uTextureSampler_0_Stage1; +uniform sampler2D uTextureSampler_1_Stage1; +noperspective in vec4 vcolor_Stage0; +noperspective in vec2 vTransformedCoords_0_Stage0; +noperspective in vec2 vTransformedCoords_1_Stage0; +noperspective in float vinCoverage_Stage0; +vec4 CircularRRect_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + vec2 dxy0 = uinnerRect_Stage1_c0_c0_c0_c0_c0_c0.xy - gl_FragCoord.xy; + vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage1_c0_c0_c0_c0_c0_c0.zw; + vec2 dxy = max(max(dxy0, dxy1), 0.0); + float alpha = clamp(uradiusPlusHalf_Stage1_c0_c0_c0_c0_c0_c0.x - length(dxy), 0.0, 1.0); + _output = _input * alpha; + return _output; +} +vec4 AARectEffect_Stage1_c0_c0_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + float alpha; + { + float xSub, ySub; + xSub = min(gl_FragCoord.x - urectUniform_Stage1_c0_c0_c0_c0_c1_c0.x, 0.0); + xSub += min(urectUniform_Stage1_c0_c0_c0_c0_c1_c0.z - gl_FragCoord.x, 0.0); + ySub = min(gl_FragCoord.y - urectUniform_Stage1_c0_c0_c0_c0_c1_c0.y, 0.0); + ySub += min(urectUniform_Stage1_c0_c0_c0_c0_c1_c0.w - gl_FragCoord.y, 0.0); + alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0)); + } + _output = _input * alpha; + return _output; +} +float _blend_color_saturation(vec3 color) { + return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z); +} +vec3 _blend_set_color_saturation_helper(vec3 minMidMax, float sat) { + if (minMidMax.x < minMidMax.z) { + return vec3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat); + } + return vec3(0.0); +} +vec3 _blend_set_color_saturation(vec3 hueLumColor, vec3 satColor) { + float sat = _blend_color_saturation(satColor); + if (hueLumColor.x <= hueLumColor.y) { + if (hueLumColor.y <= hueLumColor.z) { + hueLumColor.xyz = _blend_set_color_saturation_helper(hueLumColor, sat); + } else if (hueLumColor.x <= hueLumColor.z) { + hueLumColor.xzy = _blend_set_color_saturation_helper(hueLumColor.xzy, sat); + } else { + hueLumColor.zxy = _blend_set_color_saturation_helper(hueLumColor.zxy, sat); + } + } else if (hueLumColor.x <= hueLumColor.z) { + hueLumColor.yxz = _blend_set_color_saturation_helper(hueLumColor.yxz, sat); + } else if (hueLumColor.y <= hueLumColor.z) { + hueLumColor.yzx = _blend_set_color_saturation_helper(hueLumColor.yzx, sat); + } else { + hueLumColor.zyx = _blend_set_color_saturation_helper(hueLumColor.zyx, sat); + } + return hueLumColor; +} +float _blend_color_luminance(vec3 color) { + return dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), color); +} +vec3 _blend_set_color_luminance(vec3 hueSatColor, float alpha, vec3 lumColor) { + float lum = _blend_color_luminance(lumColor); + vec3 result = (lum - _blend_color_luminance(hueSatColor)) + hueSatColor; + float minComp = min(min(result.x, result.y), result.z); + float maxComp = max(max(result.x, result.y), result.z); + if (minComp < 0.0 && lum != minComp) { + result = lum + ((result - lum) * lum) / (lum - minComp); + } + if (maxComp > alpha && maxComp != lum) { + return lum + ((result - lum) * (alpha - lum)) / (maxComp - lum); + } + return result; +} +vec4 blend_saturation(vec4 src, vec4 dst) { + float alpha = dst.w * src.w; + vec3 sda = src.xyz * dst.w; + vec3 dsa = dst.xyz * src.w; + return vec4((((_blend_set_color_luminance(_blend_set_color_saturation(dsa, sda), alpha, dsa) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha); +} +vec4 ComposeTwo_Stage1_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_saturation(CircularRRect_Stage1_c0_c0_c0_c0_c0_c0(inputColor), AARectEffect_Stage1_c0_c0_c0_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 light_Stage1_c0_c0_c1_c0(vec3 normal, vec3 surfaceToLight, vec3 lightColor) { + float colorScale = uKD_Stage1_c0_c0_c1_c0 * dot(normal, surfaceToLight); + return vec4(lightColor * clamp(colorScale, 0.0, 1.0), 1.0); +} +float sobel_Stage1_c0_c0_c1_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_c1_c0(float x, float y, float scale) { + return normalize(vec3(-x * scale, -y * scale, 1.0)); +} +vec3 normal_Stage1_c0_c0_c1_c0(float m[9], float surfaceScale) { + return pointToNormal_Stage1_c0_c0_c1_c0(sobel_Stage1_c0_c0_c1_c0(m[1], m[2], m[4], m[5], 0.0, 0.0, 0.66666698455810547), sobel_Stage1_c0_c0_c1_c0(0.0, 0.0, m[1], m[4], m[2], m[5], 0.66666698455810547), surfaceScale); +} +vec4 DiffuseLighting_Stage1_c0_c0_c1_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_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c1_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c1_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_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c1_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c1_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_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c1_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c1_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_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c1_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c1_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_c1_c0.xy, uTexDom_Stage1_c0_c0_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c1_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c1_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_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c1_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c1_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_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c1_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c1_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_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c1_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c1_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_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c1_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c1_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_c1_c0; + _output = light_Stage1_c0_c0_c1_c0(normal_Stage1_c0_c0_c1_c0(m, uSurfaceScale_Stage1_c0_c0_c1_c0), surfaceToLight, uLightColor_Stage1_c0_c0_c1_c0); + _output *= _input; + return _output; +} +vec4 blend_dst_atop(vec4 src, vec4 dst) { + return (1.0 - dst.w) * src + src.w * dst; +} +vec4 ComposeTwo_Stage1_c0_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_dst_atop(ComposeTwo_Stage1_c0_c0_c0_c0(inputColor), DiffuseLighting_Stage1_c0_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 TextureEffect_Stage1_c1_c0_c0_c0(vec4 _input) { + vec4 _output; + _output = texture(uTextureSampler_1_Stage1, vTransformedCoords_1_Stage0) * _input; + return _output; +} +vec4 ColorMatrixFragmentProcessor_Stage1_c1_c0_c1_c0_c0_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = _input; + { + float nonZeroAlpha = max(inputColor.w, 9.9999997473787516e-05); + inputColor = vec4(inputColor.xyz / nonZeroAlpha, inputColor.w); + } + _output = um_Stage1_c1_c0_c1_c0_c0_c0 * inputColor + uv_Stage1_c1_c0_c1_c0_c0_c0; + { + _output.w = clamp(_output.w, 0.0, 1.0); + } + { + _output.xyz *= _output.w; + } + return _output; +} +vec4 ConfigConversionEffect_Stage1_c1_c0_c1_c0_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; +} +float _blend_overlay_component(float sc, float sa, float dc, float da) { + if (2.0 * dc <= da) { + return (2.0 * sc) * dc; + } + return sa * da - (2.0 * (da - dc)) * (sa - sc); +} +vec4 blend_overlay(vec4 src, vec4 dst) { + vec4 result = vec4(_blend_overlay_component(src.x, src.w, dst.x, dst.w), _blend_overlay_component(src.y, src.w, dst.y, dst.w), _blend_overlay_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w); + result.xyz += dst.xyz * (1.0 - src.w) + src.xyz * (1.0 - dst.w); + return result; +} +vec4 blend_hard_light(vec4 src, vec4 dst) { + return blend_overlay(dst, src); +} +vec4 ComposeTwo_Stage1_c1_c0_c1_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_hard_light(ColorMatrixFragmentProcessor_Stage1_c1_c0_c1_c0_c0_c0(inputColor), ConfigConversionEffect_Stage1_c1_c0_c1_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 blend_src_out(vec4 src, vec4 dst) { + return (1.0 - dst.w) * src; +} +vec4 ComposeTwo_Stage1_c1_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_src_out(TextureEffect_Stage1_c1_c0_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 blend_color(vec4 src, vec4 dst) { + float alpha = dst.w * src.w; + vec3 sda = src.xyz * dst.w; + vec3 dsa = dst.xyz * src.w; + return vec4((((_blend_set_color_luminance(sda, alpha, dsa) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha); +} +void main() { + vec4 outputColor_Stage0; + vec4 outputCoverage_Stage0; + { + outputColor_Stage0 = vcolor_Stage0; + float alpha = 1.0; + alpha = vinCoverage_Stage0; + outputCoverage_Stage0 = vec4(alpha); + } + vec4 output_Stage1; + { + vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0); + output_Stage1 = blend_color(ComposeTwo_Stage1_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0(inputColor)); + output_Stage1 *= outputColor_Stage0.w; + } + { + sk_FragColor = outputCoverage_Stage0 * output_Stage1; + } +} + +[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 float inCoverage; +noperspective out vec4 vcolor_Stage0; +noperspective out vec2 vTransformedCoords_0_Stage0; +noperspective out vec2 vTransformedCoords_1_Stage0; +noperspective out float vinCoverage_Stage0; +void main() { + vec4 color = inColor; + vcolor_Stage0 = color; + 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; + vinCoverage_Stage0 = inCoverage; + 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); +} + |