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Diffstat (limited to 'shaders/skia/2023.shader_test')
-rw-r--r-- | shaders/skia/2023.shader_test | 225 |
1 files changed, 225 insertions, 0 deletions
diff --git a/shaders/skia/2023.shader_test b/shaders/skia/2023.shader_test new file mode 100644 index 0000000..682440c --- /dev/null +++ b/shaders/skia/2023.shader_test @@ -0,0 +1,225 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +#extension GL_KHR_blend_equation_advanced : require +out vec4 sk_FragColor; +layout (blend_support_all_equations) out ; +uniform vec4 uColor_Stage0; +uniform vec3 uedges_Stage1_c0_c0_c0_c0_c0_c0[7]; +uniform vec4 ucolor_Stage1_c0_c0_c1_c0; +uniform vec2 ubaseFrequency_Stage1_c1_c0; +uniform float uz_Stage1_c1_c0; +uniform sampler2D uTextureSampler_0_Stage1; +uniform sampler2D uTextureSampler_1_Stage1; +noperspective in vec2 vTransformedCoords_0_Stage0; +vec4 ConvexPoly_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + float alpha = 1.0; + float edge; + edge = dot(uedges_Stage1_c0_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_c0_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_c0_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_c0_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_c0_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_c0_c0_c0_c0_c0_c0[5], 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_c0_c0[6], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); + edge = clamp(edge, 0.0, 1.0); + alpha *= edge; + _output = _input * alpha; + return _output; +} +vec4 ClampFragmentProcessor_Stage1_c0_c0_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + { + _output = clamp(_input, 0.0, 1.0); + } + 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 blend_hard_light(vec4 src, vec4 dst) { + return blend_overlay(dst, src); +} +vec4 ComposeTwo_Stage1_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_hard_light(ConvexPoly_Stage1_c0_c0_c0_c0_c0_c0(inputColor), ClampFragmentProcessor_Stage1_c0_c0_c0_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 ConstColorProcessor_Stage1_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + { + _output = _input.w * ucolor_Stage1_c0_c0_c1_c0; + } + return _output; +} +float _blend_color_saturation(vec3 color) { + return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z); +} +vec3 _blend_set_color_saturation_helper(vec3 minMidMax, float sat) { + if (minMidMax.x < minMidMax.z) { + return vec3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat); + } + return vec3(0.0); +} +vec3 _blend_set_color_saturation(vec3 hueLumColor, vec3 satColor) { + float sat = _blend_color_saturation(satColor); + if (hueLumColor.x <= hueLumColor.y) { + if (hueLumColor.y <= hueLumColor.z) { + hueLumColor.xyz = _blend_set_color_saturation_helper(hueLumColor, sat); + } else if (hueLumColor.x <= hueLumColor.z) { + hueLumColor.xzy = _blend_set_color_saturation_helper(hueLumColor.xzy, sat); + } else { + hueLumColor.zxy = _blend_set_color_saturation_helper(hueLumColor.zxy, sat); + } + } else if (hueLumColor.x <= hueLumColor.z) { + hueLumColor.yxz = _blend_set_color_saturation_helper(hueLumColor.yxz, sat); + } else if (hueLumColor.y <= hueLumColor.z) { + hueLumColor.yzx = _blend_set_color_saturation_helper(hueLumColor.yzx, sat); + } else { + hueLumColor.zyx = _blend_set_color_saturation_helper(hueLumColor.zyx, sat); + } + return hueLumColor; +} +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_saturation(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(_blend_set_color_saturation(dsa, sda), alpha, dsa) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha); +} +vec4 ComposeTwo_Stage1_c0_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_saturation(ComposeTwo_Stage1_c0_c0_c0_c0(inputColor), ConstColorProcessor_Stage1_c0_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec3 fade_Stage1_c1_c0(vec3 t) { + return ((t * t) * t) * (t * (t * 6.0 - 15.0) + 10.0); +} +float perm_Stage1_c1_c0(float x) { + return texture(uTextureSampler_0_Stage1, vec2(fract(x / 256.0), 0.0)).x * 255.0; +} +float grad_Stage1_c1_c0(float x, vec3 p) { + return dot(texture(uTextureSampler_1_Stage1, vec2(fract(x / 16.0), 0.0)).xyz * 255.0 - vec3(1.0), p); +} +float lerp_Stage1_c1_c0(float a, float b, float w) { + return a + w * (b - a); +} +float noise_Stage1_c1_c0(vec3 p) { + vec3 P = mod(floor(p), 256.0); + p -= floor(p); + vec3 f = fade_Stage1_c1_c0(p); + float A = perm_Stage1_c1_c0(P.x) + P.y; + float AA = perm_Stage1_c1_c0(A) + P.z; + float AB = perm_Stage1_c1_c0(A + 1.0) + P.z; + float B = perm_Stage1_c1_c0(P.x + 1.0) + P.y; + float BA = perm_Stage1_c1_c0(B) + P.z; + float BB = perm_Stage1_c1_c0(B + 1.0) + P.z; + float result = lerp_Stage1_c1_c0(lerp_Stage1_c1_c0(lerp_Stage1_c1_c0(grad_Stage1_c1_c0(perm_Stage1_c1_c0(AA), p), grad_Stage1_c1_c0(perm_Stage1_c1_c0(BA), p + vec3(-1.0, 0.0, 0.0)), f.x), lerp_Stage1_c1_c0(grad_Stage1_c1_c0(perm_Stage1_c1_c0(AB), p + vec3(0.0, -1.0, 0.0)), grad_Stage1_c1_c0(perm_Stage1_c1_c0(BB), p + vec3(-1.0, -1.0, 0.0)), f.x), f.y), lerp_Stage1_c1_c0(lerp_Stage1_c1_c0(grad_Stage1_c1_c0(perm_Stage1_c1_c0(AA + 1.0), p + vec3(0.0, 0.0, -1.0)), grad_Stage1_c1_c0(perm_Stage1_c1_c0(BA + 1.0), p + vec3(-1.0, 0.0, -1.0)), f.x), lerp_Stage1_c1_c0(grad_Stage1_c1_c0(perm_Stage1_c1_c0(AB + 1.0), p + vec3(0.0, -1.0, -1.0)), grad_Stage1_c1_c0(perm_Stage1_c1_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(vec3 p) { + float result = 0.0; + float ratio = 1.0; + for (float i = 0.0;i < 6.0; i++) { + result += noise_Stage1_c1_c0(p) / ratio; + p *= 2.0; + ratio *= 2.0; + } + return (result + 1.0) / 2.0; +} +vec4 ImprovedPerlinNoise_Stage1_c1_c0(vec4 _input) { + vec4 _output; + vec2 coords = vTransformedCoords_0_Stage0 * ubaseFrequency_Stage1_c1_c0; + float r = noiseOctaves_Stage1_c1_c0(vec3(coords, uz_Stage1_c1_c0)); + float g = noiseOctaves_Stage1_c1_c0(vec3(coords, uz_Stage1_c1_c0)); + float b = noiseOctaves_Stage1_c1_c0(vec3(coords, uz_Stage1_c1_c0)); + float a = noiseOctaves_Stage1_c1_c0(vec3(coords, uz_Stage1_c1_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 blend_color(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(sda, alpha, dsa) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha); +} +void main() { + vec4 outputColor_Stage0; + { + outputColor_Stage0 = uColor_Stage0; + } + vec4 output_Stage1; + { + vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0); + output_Stage1 = blend_color(ComposeTwo_Stage1_c0_c0(inputColor), ImprovedPerlinNoise_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; +in vec2 inPosition; +noperspective out vec2 vTransformedCoords_0_Stage0; +void main() { + vec2 pos2 = (uViewM_Stage0 * vec3(inPosition, 1.0)).xy; + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy; + { + vec2 _posTmp = pos2; + _posTmp = floor(_posTmp) + vec2(0.5, 0.5); + gl_Position = vec4(_posTmp, 0.0, 1.0); + } + gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); +} + |