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-rw-r--r--shaders/skia/2002.shader_test283
1 files changed, 283 insertions, 0 deletions
diff --git a/shaders/skia/2002.shader_test b/shaders/skia/2002.shader_test
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+++ b/shaders/skia/2002.shader_test
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+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+uniform float uSrcTF_Stage0[7];
+uniform mat3 uColorXform_Stage0;
+uniform float uDstTF_Stage0[7];
+uniform vec4 uinnerRect_Stage1;
+uniform vec4 uinvRadiiLTRB_Stage1;
+uniform vec2 uImageIncrement_Stage2;
+uniform float uSurfaceScale_Stage2;
+uniform vec3 uLightColor_Stage2;
+uniform float uKD_Stage2;
+uniform vec4 uTexDom_Stage2;
+uniform vec3 uDecalParams_Stage2;
+uniform vec3 uLightLocation_Stage2;
+uniform vec4 ucircleData_Stage3;
+uniform sampler2D uTextureSampler_0_Stage0;
+uniform sampler2D uTextureSampler_0_Stage2;
+uniform sampler2D uTextureSampler_0_Stage3;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+noperspective in vec2 vtextureCoords_Stage0;
+flat in vec4 vtextureDomain_Stage0;
+flat in vec4 vcolor_Stage0;
+float src_tf_Stage0(float x) {
+ float G = uSrcTF_Stage0[0];
+ float A = uSrcTF_Stage0[1];
+ float B = uSrcTF_Stage0[2];
+ float C = uSrcTF_Stage0[3];
+ float D = uSrcTF_Stage0[4];
+ float E = uSrcTF_Stage0[5];
+ float F = uSrcTF_Stage0[6];
+ float s = sign(x);
+ x = abs(x);
+ x = x < D ? C * x + F : pow(A * x + B, G) + E;
+ return s * x;
+}
+float dst_tf_Stage0(float x) {
+ float G = uDstTF_Stage0[0];
+ float A = uDstTF_Stage0[1];
+ float B = uDstTF_Stage0[2];
+ float C = uDstTF_Stage0[3];
+ float D = uDstTF_Stage0[4];
+ float E = uDstTF_Stage0[5];
+ float F = uDstTF_Stage0[6];
+ float s = sign(x);
+ x = abs(x);
+ x = x < D ? C * x + F : pow(A * x + B, G) + E;
+ return s * x;
+}
+vec4 gamut_xform_Stage0(vec4 color) {
+ color.xyz = uColorXform_Stage0 * color.xyz;
+ return color;
+}
+vec4 color_xform_Stage0(vec4 color) {
+ float nonZeroAlpha = max(color.w, 9.9999997473787516e-05);
+ color = vec4(color.xyz / nonZeroAlpha, nonZeroAlpha);
+ color.x = src_tf_Stage0(color.x);
+ color.y = src_tf_Stage0(color.y);
+ color.z = src_tf_Stage0(color.z);
+ color = gamut_xform_Stage0(color);
+ color.x = dst_tf_Stage0(color.x);
+ color.y = dst_tf_Stage0(color.y);
+ color.z = dst_tf_Stage0(color.z);
+ color.xyz *= color.w;
+ return color;
+}
+vec4 light_Stage2(vec3 normal, vec3 surfaceToLight, vec3 lightColor) {
+ float colorScale = uKD_Stage2 * dot(normal, surfaceToLight);
+ return vec4(lightColor * clamp(colorScale, 0.0, 1.0), 1.0);
+}
+float sobel_Stage2(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_Stage2(float x, float y, float scale) {
+ return normalize(vec3(-x * scale, -y * scale, 1.0));
+}
+vec3 normal_Stage2(float m[9], float surfaceScale) {
+ return pointToNormal_Stage2(sobel_Stage2(m[0], m[2], m[3], m[5], m[6], m[8], 0.25), sobel_Stage2(m[0], m[6], m[1], m[7], m[2], m[8], 0.25), surfaceScale);
+}
+void main() {
+ vec4 outputColor_Stage0;
+ {
+ vec2 textureCoords;
+ textureCoords = vtextureCoords_Stage0;
+ vec4 textureDomain;
+ textureDomain = vtextureDomain_Stage0;
+ outputColor_Stage0 = vcolor_Stage0;
+ outputColor_Stage0 = color_xform_Stage0(texture(uTextureSampler_0_Stage0, clamp(textureCoords, textureDomain.xy, textureDomain.zw))) * outputColor_Stage0;
+ }
+ vec4 output_Stage1;
+ {
+ vec2 dxy0 = uinnerRect_Stage1.xy - gl_FragCoord.xy;
+ vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage1.zw;
+ vec2 dxy = max(max(dxy0, dxy1), 0.0);
+ vec2 Z = max(max(dxy0 * uinvRadiiLTRB_Stage1.xy, dxy1 * uinvRadiiLTRB_Stage1.zw), 0.0);
+ float implicit = dot(Z, dxy) - 1.0;
+ float grad_dot = 4.0 * dot(Z, Z);
+ grad_dot = max(grad_dot, 9.9999997473787516e-05);
+ float approx_dist = implicit * inversesqrt(grad_dot);
+ float alpha = clamp(0.5 - approx_dist, 0.0, 1.0);
+ output_Stage1 = outputColor_Stage0 * alpha;
+ }
+ vec4 output_Stage2;
+ {
+ vec2 coord = vTransformedCoords_0_Stage0;
+ float m[9];
+ vec4 temp0;
+ {
+ vec2 origCoord = coord + vec2(-1.0, 1.0) * uImageIncrement_Stage2;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage2.xy, uTexDom_Stage2.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y);
+ if (err > uDecalParams_Stage2.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage2.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_Stage2;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage2.xy, uTexDom_Stage2.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y);
+ if (err > uDecalParams_Stage2.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage2.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_Stage2;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage2.xy, uTexDom_Stage2.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y);
+ if (err > uDecalParams_Stage2.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage2.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_Stage2;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage2.xy, uTexDom_Stage2.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y);
+ if (err > uDecalParams_Stage2.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage2.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_Stage2.xy, uTexDom_Stage2.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y);
+ if (err > uDecalParams_Stage2.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage2.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_Stage2;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage2.xy, uTexDom_Stage2.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y);
+ if (err > uDecalParams_Stage2.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage2.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_Stage2;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage2.xy, uTexDom_Stage2.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y);
+ if (err > uDecalParams_Stage2.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage2.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_Stage2;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage2.xy, uTexDom_Stage2.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y);
+ if (err > uDecalParams_Stage2.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage2.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_Stage2;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage2.xy, uTexDom_Stage2.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y);
+ if (err > uDecalParams_Stage2.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage2.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_Stage2 - vec3(gl_FragCoord.xy, uSurfaceScale_Stage2 * m[4]));
+ output_Stage2 = light_Stage2(normal_Stage2(m, uSurfaceScale_Stage2), surfaceToLight, uLightColor_Stage2);
+ output_Stage2 *= output_Stage1;
+ }
+ vec4 output_Stage3;
+ {
+ vec2 vec = vec2((gl_FragCoord.x - ucircleData_Stage3.x) * ucircleData_Stage3.w, (gl_FragCoord.y - ucircleData_Stage3.y) * ucircleData_Stage3.w);
+ float dist = length(vec) + (0.5 - ucircleData_Stage3.z) * ucircleData_Stage3.w;
+ output_Stage3 = output_Stage2 * texture(uTextureSampler_0_Stage3, vec2(dist, 0.5)).w;
+ }
+ {
+ sk_FragColor = output_Stage3;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+in vec2 position;
+in vec2 textureCoords;
+in vec4 textureDomain;
+in vec4 color;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+noperspective out vec2 vtextureCoords_Stage0;
+flat out vec4 vtextureDomain_Stage0;
+flat out vec4 vcolor_Stage0;
+void main() {
+ vec2 pos2 = position;
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(textureCoords, 1.0)).xy;
+ vtextureCoords_Stage0 = textureCoords;
+ vtextureDomain_Stage0 = textureDomain;
+ vcolor_Stage0 = color;
+ 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);
+}
+