diff options
Diffstat (limited to 'shaders/skia/151-9.shader_test')
-rw-r--r-- | shaders/skia/151-9.shader_test | 190 |
1 files changed, 190 insertions, 0 deletions
diff --git a/shaders/skia/151-9.shader_test b/shaders/skia/151-9.shader_test new file mode 100644 index 0000000..59a3ebf --- /dev/null +++ b/shaders/skia/151-9.shader_test @@ -0,0 +1,190 @@ +[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 vec3 uedges_Stage1_c0_c0_c0_c0[3]; +uniform vec4 ucircleData_Stage1_c1_c0_c0_c0; +uniform vec2 ubaseFrequency_Stage1_c1_c0_c1_c0_c0_c0; +uniform float uz_Stage1_c1_c0_c1_c0_c0_c0; +uniform vec3 uedges_Stage1_c1_c0_c1_c0_c1_c0[1]; +uniform sampler2D uTextureSampler_0_Stage1; +uniform sampler2D uTextureSampler_1_Stage1; +uniform sampler2D uTextureSampler_2_Stage1; +noperspective in vec2 vEllipseOffsets_Stage0; +noperspective in vec4 vEllipseRadii_Stage0; +noperspective in vec4 vinColor_Stage0; +noperspective in vec2 vTransformedCoords_0_Stage0; +vec4 ConvexPoly_Stage1_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + float alpha = 1.0; + float edge; + edge = dot(uedges_Stage1_c0_c0_c0_c0[0], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); + edge = clamp(edge, 0.0, 1.0); + alpha *= edge; + edge = dot(uedges_Stage1_c0_c0_c0_c0[1], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); + edge = clamp(edge, 0.0, 1.0); + alpha *= edge; + edge = dot(uedges_Stage1_c0_c0_c0_c0[2], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); + edge = clamp(edge, 0.0, 1.0); + alpha *= edge; + _output = _input * alpha; + return _output; +} +vec4 Big_Ole_Key_Stage1_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + _output = _input; + return _output; +} +vec4 blend_plus(vec4 src, vec4 dst) { + return min(src + dst, 1.0); +} +vec4 ComposeTwo_Stage1_c0_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_plus(ConvexPoly_Stage1_c0_c0_c0_c0(inputColor), Big_Ole_Key_Stage1_c0_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 CircleBlurFragmentProcessor_Stage1_c1_c0_c0_c0(vec4 _input) { + vec4 _output; + vec2 vec = vec2((gl_FragCoord.x - ucircleData_Stage1_c1_c0_c0_c0.x) * ucircleData_Stage1_c1_c0_c0_c0.w, (gl_FragCoord.y - ucircleData_Stage1_c1_c0_c0_c0.y) * ucircleData_Stage1_c1_c0_c0_c0.w); + float dist = length(vec) + (0.5 - ucircleData_Stage1_c1_c0_c0_c0.z) * ucircleData_Stage1_c1_c0_c0_c0.w; + _output = _input * texture(uTextureSampler_0_Stage1, vec2(dist, 0.5)).w; + return _output; +} +vec3 fade_Stage1_c1_c0_c1_c0_c0_c0(vec3 t) { + return ((t * t) * t) * (t * (t * 6.0 - 15.0) + 10.0); +} +float perm_Stage1_c1_c0_c1_c0_c0_c0(float x) { + return texture(uTextureSampler_1_Stage1, vec2(fract(x / 256.0), 0.0)).x * 255.0; +} +float grad_Stage1_c1_c0_c1_c0_c0_c0(float x, vec3 p) { + return dot(texture(uTextureSampler_2_Stage1, vec2(fract(x / 16.0), 0.0)).xyz * 255.0 - vec3(1.0), p); +} +float lerp_Stage1_c1_c0_c1_c0_c0_c0(float a, float b, float w) { + return a + w * (b - a); +} +float noise_Stage1_c1_c0_c1_c0_c0_c0(vec3 p) { + vec3 P = mod(floor(p), 256.0); + p -= floor(p); + vec3 f = fade_Stage1_c1_c0_c1_c0_c0_c0(p); + float A = perm_Stage1_c1_c0_c1_c0_c0_c0(P.x) + P.y; + float AA = perm_Stage1_c1_c0_c1_c0_c0_c0(A) + P.z; + float AB = perm_Stage1_c1_c0_c1_c0_c0_c0(A + 1.0) + P.z; + float B = perm_Stage1_c1_c0_c1_c0_c0_c0(P.x + 1.0) + P.y; + float BA = perm_Stage1_c1_c0_c1_c0_c0_c0(B) + P.z; + float BB = perm_Stage1_c1_c0_c1_c0_c0_c0(B + 1.0) + P.z; + float result = lerp_Stage1_c1_c0_c1_c0_c0_c0(lerp_Stage1_c1_c0_c1_c0_c0_c0(lerp_Stage1_c1_c0_c1_c0_c0_c0(grad_Stage1_c1_c0_c1_c0_c0_c0(perm_Stage1_c1_c0_c1_c0_c0_c0(AA), p), grad_Stage1_c1_c0_c1_c0_c0_c0(perm_Stage1_c1_c0_c1_c0_c0_c0(BA), p + vec3(-1.0, 0.0, 0.0)), f.x), lerp_Stage1_c1_c0_c1_c0_c0_c0(grad_Stage1_c1_c0_c1_c0_c0_c0(perm_Stage1_c1_c0_c1_c0_c0_c0(AB), p + vec3(0.0, -1.0, 0.0)), grad_Stage1_c1_c0_c1_c0_c0_c0(perm_Stage1_c1_c0_c1_c0_c0_c0(BB), p + vec3(-1.0, -1.0, 0.0)), f.x), f.y), lerp_Stage1_c1_c0_c1_c0_c0_c0(lerp_Stage1_c1_c0_c1_c0_c0_c0(grad_Stage1_c1_c0_c1_c0_c0_c0(perm_Stage1_c1_c0_c1_c0_c0_c0(AA + 1.0), p + vec3(0.0, 0.0, -1.0)), grad_Stage1_c1_c0_c1_c0_c0_c0(perm_Stage1_c1_c0_c1_c0_c0_c0(BA + 1.0), p + vec3(-1.0, 0.0, -1.0)), f.x), lerp_Stage1_c1_c0_c1_c0_c0_c0(grad_Stage1_c1_c0_c1_c0_c0_c0(perm_Stage1_c1_c0_c1_c0_c0_c0(AB + 1.0), p + vec3(0.0, -1.0, -1.0)), grad_Stage1_c1_c0_c1_c0_c0_c0(perm_Stage1_c1_c0_c1_c0_c0_c0(BB + 1.0), p + vec3(-1.0, -1.0, -1.0)), f.x), f.y), f.z); + return result; +} +float noiseOctaves_Stage1_c1_c0_c1_c0_c0_c0(vec3 p) { + float result = 0.0; + float ratio = 1.0; + for (float i = 0.0;i < 7.0; i++) { + result += noise_Stage1_c1_c0_c1_c0_c0_c0(p) / ratio; + p *= 2.0; + ratio *= 2.0; + } + return (result + 1.0) / 2.0; +} +vec4 ImprovedPerlinNoise_Stage1_c1_c0_c1_c0_c0_c0(vec4 _input) { + vec4 _output; + vec2 coords = vTransformedCoords_0_Stage0 * ubaseFrequency_Stage1_c1_c0_c1_c0_c0_c0; + float r = noiseOctaves_Stage1_c1_c0_c1_c0_c0_c0(vec3(coords, uz_Stage1_c1_c0_c1_c0_c0_c0)); + float g = noiseOctaves_Stage1_c1_c0_c1_c0_c0_c0(vec3(coords, uz_Stage1_c1_c0_c1_c0_c0_c0)); + float b = noiseOctaves_Stage1_c1_c0_c1_c0_c0_c0(vec3(coords, uz_Stage1_c1_c0_c1_c0_c0_c0)); + float a = noiseOctaves_Stage1_c1_c0_c1_c0_c0_c0(vec3(coords, uz_Stage1_c1_c0_c1_c0_c0_c0)); + _output = vec4(r, g, b, a); + _output = clamp(_output, 0.0, 1.0); + _output = vec4(_output.xyz * _output.www, _output.w); + return _output; +} +vec4 ConvexPoly_Stage1_c1_c0_c1_c0_c1_c0(vec4 _input) { + vec4 _output; + float alpha = 1.0; + float edge; + edge = dot(uedges_Stage1_c1_c0_c1_c0_c1_c0[0], 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; +} +vec4 blend_dst_over(vec4 src, vec4 dst) { + return (1.0 - dst.w) * src + dst; +} +vec4 ComposeTwo_Stage1_c1_c0_c1_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_dst_over(ImprovedPerlinNoise_Stage1_c1_c0_c1_c0_c0_c0(inputColor), ConvexPoly_Stage1_c1_c0_c1_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 blend_screen(vec4 src, vec4 dst) { + return src + (1.0 - src) * dst; +} +vec4 ComposeTwo_Stage1_c1_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_screen(CircleBlurFragmentProcessor_Stage1_c1_c0_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 blend_dst_atop(vec4 src, vec4 dst) { + return (1.0 - dst.w) * src + src.w * dst; +} +void main() { + vec4 outputColor_Stage0; + vec4 outputCoverage_Stage0; + { + outputColor_Stage0 = vinColor_Stage0; + vec2 offset = vEllipseOffsets_Stage0; + float test = dot(offset, offset) - 1.0; + vec2 grad = (2.0 * offset) * vEllipseRadii_Stage0.xy; + float grad_dot = 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; + { + vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0); + output_Stage1 = blend_dst_atop(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; +in vec2 inPosition; +in vec4 inColor; +in vec2 inEllipseOffset; +in vec4 inEllipseRadii; +noperspective out vec2 vEllipseOffsets_Stage0; +noperspective out vec4 vEllipseRadii_Stage0; +noperspective out vec4 vinColor_Stage0; +noperspective out vec2 vTransformedCoords_0_Stage0; +void main() { + vEllipseOffsets_Stage0 = inEllipseOffset; + vEllipseRadii_Stage0 = inEllipseRadii; + vinColor_Stage0 = inColor; + vec2 pos2 = inPosition; + 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); +} + |