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-rw-r--r--shaders/skia/1360.shader_test338
1 files changed, 338 insertions, 0 deletions
diff --git a/shaders/skia/1360.shader_test b/shaders/skia/1360.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 uScale_Stage1;
+uniform vec4 uTexDom_Stage1;
+uniform vec3 uDecalParams_Stage1;
+uniform vec4 uinnerRect_Stage2_c0_c0;
+uniform vec2 uradiusPlusHalf_Stage2_c0_c0;
+uniform vec3 uedges_Stage2_c1_c0[5];
+uniform vec2 ubaseFrequency_Stage4;
+uniform float uz_Stage4;
+uniform vec2 uImageIncrement_Stage5;
+uniform vec4 uKernel_Stage5[2];
+uniform vec2 uKernelOffset_Stage5;
+uniform float uGain_Stage5;
+uniform float uBias_Stage5;
+uniform sampler2D uTextureSampler_0_Stage0;
+uniform sampler2D uTextureSampler_0_Stage1;
+uniform sampler2D uTextureSampler_1_Stage1;
+uniform sampler2D uTextureSampler_0_Stage4;
+uniform sampler2D uTextureSampler_1_Stage4;
+uniform sampler2D uTextureSampler_0_Stage5;
+in vec2 vTextureCoords_Stage0;
+flat in int vTexIndex_Stage0;
+in vec2 vIntTextureCoords_Stage0;
+in vec4 vinColor_Stage0;
+in vec2 vTransformedCoords_0_Stage0;
+in vec2 vTransformedCoords_1_Stage0;
+in vec2 vTransformedCoords_2_Stage0;
+in vec2 vTransformedCoords_3_Stage0;
+vec4 CircularRRect_Stage2_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec2 dxy0 = uinnerRect_Stage2_c0_c0.xy - gl_FragCoord.xy;
+ vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage2_c0_c0.zw;
+ vec2 dxy = max(max(dxy0, dxy1), 0.0);
+ float alpha = clamp(uradiusPlusHalf_Stage2_c0_c0.x - length(dxy), 0.0, 1.0);
+ alpha = 1.0 - alpha;
+ _output = _input * alpha;
+ return _output;
+}
+vec4 ConvexPoly_Stage2_c1_c0(vec4 _input) {
+ vec4 _output;
+ float alpha = 1.0;
+ float edge;
+ edge = dot(uedges_Stage2_c1_c0[0], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
+ edge = edge >= 0.5 ? 1.0 : 0.0;
+ alpha *= edge;
+ edge = dot(uedges_Stage2_c1_c0[1], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
+ edge = edge >= 0.5 ? 1.0 : 0.0;
+ alpha *= edge;
+ edge = dot(uedges_Stage2_c1_c0[2], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
+ edge = edge >= 0.5 ? 1.0 : 0.0;
+ alpha *= edge;
+ edge = dot(uedges_Stage2_c1_c0[3], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
+ edge = edge >= 0.5 ? 1.0 : 0.0;
+ alpha *= edge;
+ edge = dot(uedges_Stage2_c1_c0[4], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
+ edge = edge >= 0.5 ? 1.0 : 0.0;
+ alpha *= edge;
+ alpha = 1.0 - alpha;
+ _output = _input * alpha;
+ 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 < 5.0; i++) {
+ result += noise_Stage4(p) / ratio;
+ p *= 2.0;
+ ratio *= 2.0;
+ }
+ return (result + 1.0) / 2.0;
+}
+float _guarded_divide(float n, float d) {
+ return n / d;
+}
+float _color_dodge_component(float sc, float sa, float dc, float da) {
+ if (dc == 0.0) {
+ return sc * (1.0 - da);
+ } else {
+ float d = sa - sc;
+ if (d == 0.0) {
+ return (sa * da + sc * (1.0 - da)) + dc * (1.0 - sa);
+ }
+ d = min(da, _guarded_divide(dc * sa, d));
+ return (d * sa + sc * (1.0 - da)) + dc * (1.0 - sa);
+ }
+}
+vec4 blend_color_dodge(vec4 src, vec4 dst) {
+ return vec4(_color_dodge_component(src.x, src.w, dst.x, dst.w), _color_dodge_component(src.y, src.w, dst.y, dst.w), _color_dodge_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w);
+}
+void main() {
+ vec4 outputCoverage_Stage0;
+ {
+ vec2 uv = vTextureCoords_Stage0;
+ vec4 texColor;
+ {
+ texColor = texture(uTextureSampler_0_Stage0, uv);
+ }
+ float distance = 7.96875 * (texColor.x - 0.50196081399917603);
+ float afwidth;
+ vec2 dist_grad = vec2(dFdx(distance), -dFdy(distance));
+ float dg_len2 = dot(dist_grad, dist_grad);
+ if (dg_len2 < 9.9999997473787516e-05) {
+ dist_grad = vec2(0.70709997415542603, 0.70709997415542603);
+ } else {
+ dist_grad = dist_grad * inversesqrt(dg_len2);
+ }
+ vec2 Jdx = dFdx(vIntTextureCoords_Stage0);
+ vec2 Jdy = -dFdy(vIntTextureCoords_Stage0);
+ vec2 grad = vec2(dist_grad.x * Jdx.x + dist_grad.y * Jdy.x, dist_grad.x * Jdx.y + dist_grad.y * Jdy.y);
+ afwidth = 0.64999997615814209 * length(grad);
+ float val = smoothstep(-afwidth, afwidth, distance);
+ outputCoverage_Stage0 = vec4(val);
+ }
+ vec4 output_Stage1;
+ {
+ vec4 dColor = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0);
+ dColor.xyz = dColor.w < 9.9999999747524271e-07 ? vec3(0.0) : clamp(dColor.xyz / dColor.w, 0.0, 1.0);
+ vec2 cCoords = vTransformedCoords_1_Stage0 + uScale_Stage1 * (dColor.wy - vec2(0.5));
+ {
+ vec2 origCoord = cCoords;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw);
+ vec4 textureColor = texture(uTextureSampler_1_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;
+ }
+ output_Stage1 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
+ }
+ }
+ vec4 output_Stage2;
+ {
+ vec4 inputColor = vec4(output_Stage1.xyz, 1.0);
+ output_Stage2 = blend_color_dodge(CircularRRect_Stage2_c0_c0(inputColor), ConvexPoly_Stage2_c1_c0(inputColor));
+ output_Stage2 *= output_Stage1.w;
+ }
+ 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;
+ {
+ vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
+ vec2 coord = vTransformedCoords_3_Stage0 - uKernelOffset_Stage5 * uImageIncrement_Stage5;
+ vec4 c;
+ {
+ float k = uKernel_Stage5[0].x;
+ {
+ vec2 origCoord = coord;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_0_Stage5, clampedCoord);
+ c = textureColor;
+ }
+ c.xyz /= c.w;
+ c.xyz = clamp(c.xyz, 0.0, 1.0);
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage5[0].y;
+ {
+ vec2 origCoord = coord + vec2(1.0, 0.0) * uImageIncrement_Stage5;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_0_Stage5, clampedCoord);
+ c = textureColor;
+ }
+ c.xyz /= c.w;
+ c.xyz = clamp(c.xyz, 0.0, 1.0);
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage5[0].z;
+ {
+ vec2 origCoord = coord + vec2(2.0, 0.0) * uImageIncrement_Stage5;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_0_Stage5, clampedCoord);
+ c = textureColor;
+ }
+ c.xyz /= c.w;
+ c.xyz = clamp(c.xyz, 0.0, 1.0);
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage5[0].w;
+ {
+ vec2 origCoord = coord + vec2(3.0, 0.0) * uImageIncrement_Stage5;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_0_Stage5, clampedCoord);
+ c = textureColor;
+ }
+ c.xyz /= c.w;
+ c.xyz = clamp(c.xyz, 0.0, 1.0);
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage5[1].x;
+ {
+ vec2 origCoord = coord + vec2(4.0, 0.0) * uImageIncrement_Stage5;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_0_Stage5, clampedCoord);
+ c = textureColor;
+ }
+ c.xyz /= c.w;
+ c.xyz = clamp(c.xyz, 0.0, 1.0);
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage5[1].y;
+ {
+ vec2 origCoord = coord + vec2(5.0, 0.0) * uImageIncrement_Stage5;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_0_Stage5, clampedCoord);
+ c = textureColor;
+ }
+ c.xyz /= c.w;
+ c.xyz = clamp(c.xyz, 0.0, 1.0);
+ sum += c * k;
+ }
+ {
+ float k = uKernel_Stage5[1].z;
+ {
+ vec2 origCoord = coord + vec2(6.0, 0.0) * uImageIncrement_Stage5;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_0_Stage5, clampedCoord);
+ c = textureColor;
+ }
+ c.xyz /= c.w;
+ c.xyz = clamp(c.xyz, 0.0, 1.0);
+ sum += c * k;
+ }
+ {
+ vec2 origCoord = vTransformedCoords_3_Stage0;
+ vec2 clampedCoord;
+ clampedCoord = origCoord;
+ vec4 textureColor = texture(uTextureSampler_0_Stage5, clampedCoord);
+ c = textureColor;
+ }
+ output_Stage5.w = c.w;
+ output_Stage5.xyz = clamp(sum.xyz * uGain_Stage5 + uBias_Stage5, 0.0, 1.0);
+ output_Stage5.xyz *= output_Stage5.w;
+ output_Stage5 *= output_Stage4;
+ }
+ vec4 output_Stage6;
+ {
+ output_Stage6 = output_Stage5;
+ }
+ {
+ sk_FragColor = outputCoverage_Stage0 * output_Stage6;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform vec2 uAtlasDimensionsInv_Stage0;
+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 uvec2 inTextureCoords;
+out vec2 vTextureCoords_Stage0;
+flat out int vTexIndex_Stage0;
+out vec2 vIntTextureCoords_Stage0;
+out vec4 vinColor_Stage0;
+out vec2 vTransformedCoords_0_Stage0;
+out vec2 vTransformedCoords_1_Stage0;
+out vec2 vTransformedCoords_2_Stage0;
+out vec2 vTransformedCoords_3_Stage0;
+void main() {
+ ivec2 signedCoords = ivec2(int(inTextureCoords.x), int(inTextureCoords.y));
+ vec2 unormTexCoords = vec2(float(signedCoords.x / 2), float(signedCoords.y / 2));
+ vTextureCoords_Stage0 = unormTexCoords * uAtlasDimensionsInv_Stage0;
+ vTexIndex_Stage0 = 0;
+ vIntTextureCoords_Stage0 = unormTexCoords;
+ vinColor_Stage0 = inColor;
+ vec3 pos3 = uViewM_Stage0 * vec3(inPosition, 1.0);
+ 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(pos3.x, pos3.y, 0.0, pos3.z);
+ gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
+}
+