diff options
Diffstat (limited to 'shaders/skia/2002.shader_test')
-rw-r--r-- | shaders/skia/2002.shader_test | 283 |
1 files changed, 283 insertions, 0 deletions
diff --git a/shaders/skia/2002.shader_test b/shaders/skia/2002.shader_test new file mode 100644 index 0000000..c67c523 --- /dev/null +++ b/shaders/skia/2002.shader_test @@ -0,0 +1,283 @@ +[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); +} + |