diff options
Diffstat (limited to 'shaders/skia/1948.shader_test')
-rw-r--r-- | shaders/skia/1948.shader_test | 677 |
1 files changed, 677 insertions, 0 deletions
diff --git a/shaders/skia/1948.shader_test b/shaders/skia/1948.shader_test new file mode 100644 index 0000000..d3d2f83 --- /dev/null +++ b/shaders/skia/1948.shader_test @@ -0,0 +1,677 @@ +[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 uColor_Stage0; +uniform vec2 uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0; +uniform vec4 uKernel_Stage1_c0_c0_c0_c0_c0_c0[3]; +uniform vec2 uKernelOffset_Stage1_c0_c0_c0_c0_c0_c0; +uniform float uGain_Stage1_c0_c0_c0_c0_c0_c0; +uniform float uBias_Stage1_c0_c0_c0_c0_c0_c0; +uniform vec4 uTexDom_Stage1_c0_c0_c0_c0_c0_c0; +uniform vec3 uDecalParams_Stage1_c0_c0_c0_c0_c0_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 uKS_Stage1_c0_c0_c1_c0; +uniform float uShininess_Stage1_c0_c0_c1_c0; +uniform vec4 uTexDom_Stage1_c0_c0_c1_c0; +uniform vec3 uDecalParams_Stage1_c0_c0_c1_c0; +uniform vec3 uLightLocation_Stage1_c0_c0_c1_c0; +uniform float uExponent_Stage1_c0_c0_c1_c0; +uniform float uCosInnerConeAngle_Stage1_c0_c0_c1_c0; +uniform float uCosOuterConeAngle_Stage1_c0_c0_c1_c0; +uniform float uConeScale_Stage1_c0_c0_c1_c0; +uniform vec3 uS_Stage1_c0_c0_c1_c0; +uniform vec3 uedges_Stage1_c1_c0_c0_c0_c0_c0[6]; +uniform vec4 uboundsUniform_Stage1_c1_c0_c0_c0_c1_c0; +uniform float uxInvZoom_Stage1_c1_c0_c0_c0_c1_c0; +uniform float uyInvZoom_Stage1_c1_c0_c0_c0_c1_c0; +uniform float uxInvInset_Stage1_c1_c0_c0_c0_c1_c0; +uniform float uyInvInset_Stage1_c1_c0_c0_c0_c1_c0; +uniform vec2 uoffset_Stage1_c1_c0_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 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; +in vec2 vTransformedCoords_0_Stage0; +in vec2 vTransformedCoords_1_Stage0; +in vec2 vTransformedCoords_2_Stage0; +vec4 MatrixConvolution_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + vec4 sum = vec4(0.0, 0.0, 0.0, 0.0); + vec2 coord = vTransformedCoords_0_Stage0 - uKernelOffset_Stage1_c0_c0_c0_c0_c0_c0 * uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0; + vec4 c; + { + float k = uKernel_Stage1_c0_c0_c0_c0_c0_c0[0].x; + { + vec2 origCoord = coord; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c0_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c0_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.z < 1.0) { + err = 0.0; + } + c = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + c.xyz /= c.w; + c.xyz = clamp(c.xyz, 0.0, 1.0); + sum += c * k; + } + { + float k = uKernel_Stage1_c0_c0_c0_c0_c0_c0[0].y; + { + vec2 origCoord = coord + vec2(1.0, 0.0) * uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c0_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c0_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.z < 1.0) { + err = 0.0; + } + c = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + c.xyz /= c.w; + c.xyz = clamp(c.xyz, 0.0, 1.0); + sum += c * k; + } + { + float k = uKernel_Stage1_c0_c0_c0_c0_c0_c0[0].z; + { + vec2 origCoord = coord + vec2(2.0, 0.0) * uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c0_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c0_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.z < 1.0) { + err = 0.0; + } + c = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + c.xyz /= c.w; + c.xyz = clamp(c.xyz, 0.0, 1.0); + sum += c * k; + } + { + float k = uKernel_Stage1_c0_c0_c0_c0_c0_c0[0].w; + { + vec2 origCoord = coord + vec2(3.0, 0.0) * uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c0_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c0_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.z < 1.0) { + err = 0.0; + } + c = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + c.xyz /= c.w; + c.xyz = clamp(c.xyz, 0.0, 1.0); + sum += c * k; + } + { + float k = uKernel_Stage1_c0_c0_c0_c0_c0_c0[1].x; + { + vec2 origCoord = coord + vec2(4.0, 0.0) * uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c0_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c0_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.z < 1.0) { + err = 0.0; + } + c = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + c.xyz /= c.w; + c.xyz = clamp(c.xyz, 0.0, 1.0); + sum += c * k; + } + { + float k = uKernel_Stage1_c0_c0_c0_c0_c0_c0[1].y; + { + vec2 origCoord = coord + vec2(5.0, 0.0) * uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c0_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c0_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.z < 1.0) { + err = 0.0; + } + c = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + c.xyz /= c.w; + c.xyz = clamp(c.xyz, 0.0, 1.0); + sum += c * k; + } + { + float k = uKernel_Stage1_c0_c0_c0_c0_c0_c0[1].z; + { + vec2 origCoord = coord + vec2(0.0, 1.0) * uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c0_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c0_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.z < 1.0) { + err = 0.0; + } + c = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + c.xyz /= c.w; + c.xyz = clamp(c.xyz, 0.0, 1.0); + sum += c * k; + } + { + float k = uKernel_Stage1_c0_c0_c0_c0_c0_c0[1].w; + { + vec2 origCoord = coord + uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c0_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c0_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.z < 1.0) { + err = 0.0; + } + c = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + c.xyz /= c.w; + c.xyz = clamp(c.xyz, 0.0, 1.0); + sum += c * k; + } + { + float k = uKernel_Stage1_c0_c0_c0_c0_c0_c0[2].x; + { + vec2 origCoord = coord + vec2(2.0, 1.0) * uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c0_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c0_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.z < 1.0) { + err = 0.0; + } + c = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + c.xyz /= c.w; + c.xyz = clamp(c.xyz, 0.0, 1.0); + sum += c * k; + } + { + float k = uKernel_Stage1_c0_c0_c0_c0_c0_c0[2].y; + { + vec2 origCoord = coord + vec2(3.0, 1.0) * uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c0_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c0_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.z < 1.0) { + err = 0.0; + } + c = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + c.xyz /= c.w; + c.xyz = clamp(c.xyz, 0.0, 1.0); + sum += c * k; + } + { + float k = uKernel_Stage1_c0_c0_c0_c0_c0_c0[2].z; + { + vec2 origCoord = coord + vec2(4.0, 1.0) * uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c0_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c0_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.z < 1.0) { + err = 0.0; + } + c = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + c.xyz /= c.w; + c.xyz = clamp(c.xyz, 0.0, 1.0); + sum += c * k; + } + { + float k = uKernel_Stage1_c0_c0_c0_c0_c0_c0[2].w; + { + vec2 origCoord = coord + vec2(5.0, 1.0) * uImageIncrement_Stage1_c0_c0_c0_c0_c0_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c0_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c0_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.z < 1.0) { + err = 0.0; + } + c = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + c.xyz /= c.w; + c.xyz = clamp(c.xyz, 0.0, 1.0); + sum += c * k; + } + { + vec2 origCoord = vTransformedCoords_0_Stage0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c0_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c0_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c0_c0_c0_c0.z < 1.0) { + err = 0.0; + } + c = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + _output.w = c.w; + _output.xyz = clamp(sum.xyz * uGain_Stage1_c0_c0_c0_c0_c0_c0 + uBias_Stage1_c0_c0_c0_c0_c0_c0, 0.0, 1.0); + _output.xyz *= _output.w; + _output *= _input; + return _output; +} +vec4 Big_Ole_Key_Stage1_c0_c0_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + _output = _input; + 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); +} +vec4 ComposeTwo_Stage1_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_dst_in(MatrixConvolution_Stage1_c0_c0_c0_c0_c0_c0(inputColor), Big_Ole_Key_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) { + vec3 halfDir = normalize(surfaceToLight + vec3(0.0, 0.0, 1.0)); + float colorScale = uKS_Stage1_c0_c0_c1_c0 * pow(dot(normal, halfDir), uShininess_Stage1_c0_c0_c1_c0); + vec3 color = lightColor * clamp(colorScale, 0.0, 1.0); + return vec4(color, max(max(color.x, color.y), color.z)); +} +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[0], m[2], m[3], m[5], m[6], m[8], 0.25), sobel_Stage1_c0_c0_c1_c0(m[0], m[6], m[1], m[7], m[2], m[8], 0.25), surfaceScale); +} +vec3 lightColor_Stage1_c0_c0_c1_c0(vec3 surfaceToLight) { + float cosAngle = -dot(surfaceToLight, uS_Stage1_c0_c0_c1_c0); + if (cosAngle < uCosOuterConeAngle_Stage1_c0_c0_c1_c0) { + return vec3(0.0); + } + float scale = pow(cosAngle, uExponent_Stage1_c0_c0_c1_c0); + if (cosAngle < uCosInnerConeAngle_Stage1_c0_c0_c1_c0) { + return ((uLightColor_Stage1_c0_c0_c1_c0 * scale) * (cosAngle - uCosOuterConeAngle_Stage1_c0_c0_c1_c0)) * uConeScale_Stage1_c0_c0_c1_c0; + } + return uLightColor_Stage1_c0_c0_c1_c0; +} +vec4 SpecularLighting_Stage1_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + vec2 coord = vTransformedCoords_1_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_1_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_1_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_1_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_1_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_1_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_1_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_1_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_1_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_1_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 = normalize(uLightLocation_Stage1_c0_c0_c1_c0 - vec3(gl_FragCoord.xy, uSurfaceScale_Stage1_c0_c0_c1_c0 * m[4])); + _output = light_Stage1_c0_c0_c1_c0(normal_Stage1_c0_c0_c1_c0(m, uSurfaceScale_Stage1_c0_c0_c1_c0), surfaceToLight, lightColor_Stage1_c0_c0_c1_c0(surfaceToLight)); + _output *= _input; + 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), SpecularLighting_Stage1_c0_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 ConvexPoly_Stage1_c1_c0_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + float alpha = 1.0; + float edge; + edge = dot(uedges_Stage1_c1_c0_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_c1_c0_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_c1_c0_c0_c0_c0_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_c0_c0[3], 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_c0_c0[4], 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_c0_c0[5], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); + edge = clamp(edge, 0.0, 1.0); + alpha *= edge; + _output = _input * alpha; + return _output; +} +vec4 MagnifierEffect_Stage1_c1_c0_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + vec2 coord = vTransformedCoords_2_Stage0; + vec2 zoom_coord = uoffset_Stage1_c1_c0_c0_c0_c1_c0 + coord * vec2(uxInvZoom_Stage1_c1_c0_c0_c0_c1_c0, uyInvZoom_Stage1_c1_c0_c0_c0_c1_c0); + vec2 delta = (coord - uboundsUniform_Stage1_c1_c0_c0_c0_c1_c0.xy) * uboundsUniform_Stage1_c1_c0_c0_c0_c1_c0.zw; + delta = min(delta, vec2(1.0, 1.0) - delta); + delta *= vec2(uxInvInset_Stage1_c1_c0_c0_c0_c1_c0, uyInvInset_Stage1_c1_c0_c0_c0_c1_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_2_Stage1, mix(coord, zoom_coord, weight)); + 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_c1_c0_c0_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_multiply(ConvexPoly_Stage1_c1_c0_c0_c0_c0_c0(inputColor), MagnifierEffect_Stage1_c1_c0_c0_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 ColorMatrixFragmentProcessor_Stage1_c1_c0_c1_c0_c0_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = _input; + _output = um_Stage1_c1_c0_c1_c0_c0_c0 * inputColor + uv_Stage1_c1_c0_c1_c0_c0_c0; + { + _output = clamp(_output, 0.0, 1.0); + } + 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_3_Stage1, texCoord); + return _output; +} +vec4 ComposeTwo_Stage1_c1_c0_c1_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_src_in(ColorMatrixFragmentProcessor_Stage1_c1_c0_c1_c0_c0_c0(inputColor), RRectBlurEffect_Stage1_c1_c0_c1_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +float _guarded_divide(float n, float d) { + return n / d; +} +float _soft_light_component(float sc, float sa, float dc, float da) { + if (2.0 * sc <= sa) { + return (_guarded_divide((dc * dc) * (sa - 2.0 * sc), da) + (1.0 - da) * sc) + dc * ((-sa + 2.0 * sc) + 1.0); + } else if (4.0 * dc <= da) { + float DSqd = dc * dc; + float DCub = DSqd * dc; + float DaSqd = da * da; + float DaCub = DaSqd * da; + return _guarded_divide(((DaSqd * (sc - dc * ((3.0 * sa - 6.0 * sc) - 1.0)) + ((12.0 * da) * DSqd) * (sa - 2.0 * sc)) - (16.0 * DCub) * (sa - 2.0 * sc)) - DaCub * sc, DaSqd); + } + return ((dc * ((sa - 2.0 * sc) + 1.0) + sc) - sqrt(da * dc) * (sa - 2.0 * sc)) - da * sc; +} +vec4 blend_soft_light(vec4 src, vec4 dst) { + if (dst.w == 0.0) { + return src; + } + return vec4(_soft_light_component(src.x, src.w, dst.x, dst.w), _soft_light_component(src.y, src.w, dst.y, dst.w), _soft_light_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w); +} +vec4 ComposeTwo_Stage1_c1_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_soft_light(ComposeTwo_Stage1_c1_c0_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +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 outputColor_Stage0; + { + outputColor_Stage0 = uColor_Stage0; + } + vec4 output_Stage1; + { + vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0); + output_Stage1 = blend_color_dodge(ComposeTwo_Stage1_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0(inputColor)); + output_Stage1 *= outputColor_Stage0.w; + } + { + sk_FragColor = output_Stage1; + } +} + +[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; +in vec2 inPosition; +out vec2 vTransformedCoords_0_Stage0; +out vec2 vTransformedCoords_1_Stage0; +out vec2 vTransformedCoords_2_Stage0; +void main() { + 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; + 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); +} + |