diff options
Diffstat (limited to 'shaders/skia/1618.shader_test')
-rw-r--r-- | shaders/skia/1618.shader_test | 496 |
1 files changed, 496 insertions, 0 deletions
diff --git a/shaders/skia/1618.shader_test b/shaders/skia/1618.shader_test new file mode 100644 index 0000000..abfca07 --- /dev/null +++ b/shaders/skia/1618.shader_test @@ -0,0 +1,496 @@ +[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 mat4 um_Stage1_c0_c0_c0_c0_c0_c0; +uniform vec4 uv_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_c0_c0; +uniform float uSurfaceScale_Stage1_c0_c0_c1_c0_c0_c0; +uniform vec3 uLightColor_Stage1_c0_c0_c1_c0_c0_c0; +uniform float uKD_Stage1_c0_c0_c1_c0_c0_c0; +uniform vec4 uTexDom_Stage1_c0_c0_c1_c0_c0_c0; +uniform vec3 uDecalParams_Stage1_c0_c0_c1_c0_c0_c0; +uniform vec3 uLightDirection_Stage1_c0_c0_c1_c0_c0_c0; +uniform vec4 ucircle_Stage1_c0_c0_c1_c0_c1_c0; +uniform vec4 uboundsUniform_Stage1_c1_c0_c0_c0_c0_c0; +uniform float uxInvZoom_Stage1_c1_c0_c0_c0_c0_c0; +uniform float uyInvZoom_Stage1_c1_c0_c0_c0_c0_c0; +uniform float uxInvInset_Stage1_c1_c0_c0_c0_c0_c0; +uniform float uyInvInset_Stage1_c1_c0_c0_c0_c0_c0; +uniform vec2 uoffset_Stage1_c1_c0_c0_c0_c0_c0; +uniform vec3 uedges_Stage1_c1_c0_c0_c0_c1_c0[4]; +uniform vec2 ubaseFrequency_Stage1_c1_c0_c1_c0_c0_c0; +uniform float uz_Stage1_c1_c0_c1_c0_c0_c0; +uniform float ucornerRadius_Stage1_c1_c0_c1_c0_c1_c0; +uniform vec4 uproxyRect_Stage1_c1_c0_c1_c0_c1_c0; +uniform float ublurRadius_Stage1_c1_c0_c1_c0_c1_c0; +uniform sampler2D uTextureSampler_0_Stage1; +uniform sampler2D uTextureSampler_1_Stage1; +uniform sampler2D uTextureSampler_2_Stage1; +uniform sampler2D uTextureSampler_3_Stage1; +uniform sampler2D uTextureSampler_4_Stage1; +noperspective in vec4 vcolor_Stage0; +noperspective in vec2 vTransformedCoords_0_Stage0; +noperspective in vec2 vTransformedCoords_1_Stage0; +noperspective in vec2 vTransformedCoords_2_Stage0; +noperspective in float vinCoverage_Stage0; +vec4 ColorMatrixFragmentProcessor_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = _input; + _output = um_Stage1_c0_c0_c0_c0_c0_c0 * inputColor + uv_Stage1_c0_c0_c0_c0_c0_c0; + { + _output.w = clamp(_output.w, 0.0, 1.0); + } + 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)); + } + { + alpha = 1.0 - alpha; + } + _output = _input * alpha; + return _output; +} +vec4 blend_multiply(vec4 src, vec4 dst) { + return vec4(((1.0 - src.w) * dst.xyz + (1.0 - dst.w) * src.xyz) + src.xyz * dst.xyz, src.w + (1.0 - src.w) * dst.w); +} +vec4 ComposeTwo_Stage1_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_multiply(ColorMatrixFragmentProcessor_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_c0_c0(vec3 normal, vec3 surfaceToLight, vec3 lightColor) { + float colorScale = uKD_Stage1_c0_c0_c1_c0_c0_c0 * dot(normal, surfaceToLight); + return vec4(lightColor * clamp(colorScale, 0.0, 1.0), 1.0); +} +float sobel_Stage1_c0_c0_c1_c0_c0_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_c0_c0(float x, float y, float scale) { + return normalize(vec3(-x * scale, -y * scale, 1.0)); +} +vec3 normal_Stage1_c0_c0_c1_c0_c0_c0(float m[9], float surfaceScale) { + return pointToNormal_Stage1_c0_c0_c1_c0_c0_c0(sobel_Stage1_c0_c0_c1_c0_c0_c0(m[0], m[2], m[3], m[5], m[6], m[8], 0.25), sobel_Stage1_c0_c0_c1_c0_c0_c0(m[0], m[6], m[1], m[7], m[2], m[8], 0.25), surfaceScale); +} +vec4 DiffuseLighting_Stage1_c0_c0_c1_c0_c0_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_c0_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c1_c0_c0_c0.xy, uTexDom_Stage1_c0_c0_c1_c0_c0_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c1_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c1_c0_c0_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c1_c0_c0_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c1_c0_c0_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_c0_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c1_c0_c0_c0.xy, uTexDom_Stage1_c0_c0_c1_c0_c0_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c1_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c1_c0_c0_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c1_c0_c0_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c1_c0_c0_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_c0_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c1_c0_c0_c0.xy, uTexDom_Stage1_c0_c0_c1_c0_c0_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c1_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c1_c0_c0_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c1_c0_c0_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c1_c0_c0_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_c0_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c1_c0_c0_c0.xy, uTexDom_Stage1_c0_c0_c1_c0_c0_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c1_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c1_c0_c0_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c1_c0_c0_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c1_c0_c0_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_c0_c0.xy, uTexDom_Stage1_c0_c0_c1_c0_c0_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c1_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c1_c0_c0_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c1_c0_c0_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c1_c0_c0_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_c0_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c1_c0_c0_c0.xy, uTexDom_Stage1_c0_c0_c1_c0_c0_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c1_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c1_c0_c0_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c1_c0_c0_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c1_c0_c0_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_c0_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c1_c0_c0_c0.xy, uTexDom_Stage1_c0_c0_c1_c0_c0_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c1_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c1_c0_c0_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c1_c0_c0_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c1_c0_c0_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_c0_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c1_c0_c0_c0.xy, uTexDom_Stage1_c0_c0_c1_c0_c0_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c1_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c1_c0_c0_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c1_c0_c0_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c1_c0_c0_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_c0_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c1_c0_c0_c0.xy, uTexDom_Stage1_c0_c0_c1_c0_c0_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c1_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c1_c0_c0_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c1_c0_c0_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c1_c0_c0_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_c0_c0; + _output = light_Stage1_c0_c0_c1_c0_c0_c0(normal_Stage1_c0_c0_c1_c0_c0_c0(m, uSurfaceScale_Stage1_c0_c0_c1_c0_c0_c0), surfaceToLight, uLightColor_Stage1_c0_c0_c1_c0_c0_c0); + _output *= _input; + return _output; +} +vec4 CircleEffect_Stage1_c0_c0_c1_c0_c1_c0(vec4 _input) { + vec4 _output; + float d; + { + d = (length((ucircle_Stage1_c0_c0_c1_c0_c1_c0.xy - gl_FragCoord.xy) * ucircle_Stage1_c0_c0_c1_c0_c1_c0.w) - 1.0) * ucircle_Stage1_c0_c0_c1_c0_c1_c0.z; + } + { + _output = _input * clamp(d, 0.0, 1.0); + } + return _output; +} +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_luminosity(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(dsa, alpha, sda) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha); +} +vec4 ComposeTwo_Stage1_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_luminosity(DiffuseLighting_Stage1_c0_c0_c1_c0_c0_c0(inputColor), CircleEffect_Stage1_c0_c0_c1_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 blend_src_over(vec4 src, vec4 dst) { + return src + (1.0 - src.w) * dst; +} +vec4 blend_darken(vec4 src, vec4 dst) { + vec4 result = blend_src_over(src, dst); + result.xyz = min(result.xyz, (1.0 - dst.w) * src.xyz + dst.xyz); + return result; +} +vec4 ComposeTwo_Stage1_c0_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_darken(ComposeTwo_Stage1_c0_c0_c0_c0(inputColor), ComposeTwo_Stage1_c0_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 MagnifierEffect_Stage1_c1_c0_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + vec2 coord = vTransformedCoords_1_Stage0; + vec2 zoom_coord = uoffset_Stage1_c1_c0_c0_c0_c0_c0 + coord * vec2(uxInvZoom_Stage1_c1_c0_c0_c0_c0_c0, uyInvZoom_Stage1_c1_c0_c0_c0_c0_c0); + vec2 delta = (coord - uboundsUniform_Stage1_c1_c0_c0_c0_c0_c0.xy) * uboundsUniform_Stage1_c1_c0_c0_c0_c0_c0.zw; + delta = min(delta, vec2(1.0, 1.0) - delta); + delta *= vec2(uxInvInset_Stage1_c1_c0_c0_c0_c0_c0, uyInvInset_Stage1_c1_c0_c0_c0_c0_c0); + float weight = 0.0; + 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); + weight = min(dist * dist, 1.0); + } else { + vec2 delta_squared = delta * delta; + weight = min(min(delta_squared.x, delta_squared.y), 1.0); + } + _output = texture(uTextureSampler_1_Stage1, mix(coord, zoom_coord, weight)); + return _output; +} +vec4 ConvexPoly_Stage1_c1_c0_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + float alpha = 1.0; + float edge; + edge = dot(uedges_Stage1_c1_c0_c0_c0_c1_c0[0], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); + edge = clamp(edge, 0.0, 1.0); + alpha *= edge; + edge = dot(uedges_Stage1_c1_c0_c0_c0_c1_c0[1], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); + edge = clamp(edge, 0.0, 1.0); + alpha *= edge; + edge = dot(uedges_Stage1_c1_c0_c0_c0_c1_c0[2], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); + edge = clamp(edge, 0.0, 1.0); + alpha *= edge; + edge = dot(uedges_Stage1_c1_c0_c0_c0_c1_c0[3], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); + edge = clamp(edge, 0.0, 1.0); + alpha *= edge; + _output = _input * alpha; + 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 ComposeTwo_Stage1_c1_c0_c0_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_overlay(MagnifierEffect_Stage1_c1_c0_c0_c0_c0_c0(inputColor), ConvexPoly_Stage1_c1_c0_c0_c0_c1_c0(inputColor)); + _output *= _input.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_2_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_3_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 < 5.0; 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_2_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 RRectBlurEffect_Stage1_c1_c0_c1_c0_c1_c0(vec4 _input) { + vec4 _output; + vec2 translatedFragPos = gl_FragCoord.xy - uproxyRect_Stage1_c1_c0_c1_c0_c1_c0.xy; + float threshold = ucornerRadius_Stage1_c1_c0_c1_c0_c1_c0 + 2.0 * ublurRadius_Stage1_c1_c0_c1_c0_c1_c0; + vec2 middle = (uproxyRect_Stage1_c1_c0_c1_c0_c1_c0.zw - uproxyRect_Stage1_c1_c0_c1_c0_c1_c0.xy) - 2.0 * threshold; + if (translatedFragPos.x >= threshold && translatedFragPos.x < middle.x + threshold) { + translatedFragPos.x = threshold; + } else if (translatedFragPos.x >= middle.x + threshold) { + translatedFragPos.x -= middle.x - 1.0; + } + if (translatedFragPos.y > threshold && translatedFragPos.y < middle.y + threshold) { + translatedFragPos.y = threshold; + } else if (translatedFragPos.y >= middle.y + threshold) { + translatedFragPos.y -= middle.y - 1.0; + } + vec2 proxyDims = vec2(2.0 * threshold + 1.0); + vec2 texCoord = translatedFragPos / proxyDims; + _output = _input * texture(uTextureSampler_4_Stage1, texCoord); + 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), RRectBlurEffect_Stage1_c1_c0_c1_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 blend_src_atop(vec4 src, vec4 dst) { + return dst.w * src + (1.0 - src.w) * dst; +} +vec4 ComposeTwo_Stage1_c1_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_src_atop(ComposeTwo_Stage1_c1_c0_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +float _guarded_divide(float n, float d) { + return n / d; +} +float _color_burn_component(float sc, float sa, float dc, float da) { + if (da == dc) { + return (sa * da + sc * (1.0 - da)) + dc * (1.0 - sa); + } else if (sc == 0.0) { + return dc * (1.0 - sa); + } + float d = max(0.0, da - _guarded_divide((da - dc) * sa, sc)); + return (d * sa + sc * (1.0 - da)) + dc * (1.0 - sa); +} +vec4 blend_color_burn(vec4 src, vec4 dst) { + return vec4(_color_burn_component(src.x, src.w, dst.x, dst.w), _color_burn_component(src.y, src.w, dst.y, dst.w), _color_burn_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w); +} +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_burn(ComposeTwo_Stage1_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0(inputColor)); + output_Stage1 *= outputColor_Stage0.w; + } + { + sk_FragColor = output_Stage1 * outputCoverage_Stage0; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uCoordTransformMatrix_0_Stage0; +uniform mat3 uCoordTransformMatrix_1_Stage0; +uniform mat3 uCoordTransformMatrix_2_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 vec2 vTransformedCoords_2_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; + vTransformedCoords_2_Stage0 = (uCoordTransformMatrix_2_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); +} + |