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-rw-r--r--shaders/skia/2176.shader_test253
1 files changed, 253 insertions, 0 deletions
diff --git a/shaders/skia/2176.shader_test b/shaders/skia/2176.shader_test
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+++ b/shaders/skia/2176.shader_test
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+[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 vec2 uImageIncrement_Stage1_c0_c0;
+uniform float uSurfaceScale_Stage1_c0_c0;
+uniform vec3 uLightColor_Stage1_c0_c0;
+uniform float uKS_Stage1_c0_c0;
+uniform float uShininess_Stage1_c0_c0;
+uniform vec4 uTexDom_Stage1_c0_c0;
+uniform vec3 uDecalParams_Stage1_c0_c0;
+uniform vec3 uLightLocation_Stage1_c0_c0;
+uniform float uExponent_Stage1_c0_c0;
+uniform float uCosInnerConeAngle_Stage1_c0_c0;
+uniform float uCosOuterConeAngle_Stage1_c0_c0;
+uniform float uConeScale_Stage1_c0_c0;
+uniform vec3 uS_Stage1_c0_c0;
+uniform vec2 uDstTextureUpperLeft_Stage2;
+uniform vec2 uDstTextureCoordScale_Stage2;
+uniform sampler2D uTextureSampler_0_Stage0;
+uniform sampler2D uTextureSampler_0_Stage1;
+uniform sampler2D uDstTextureSampler_Stage2;
+noperspective in vec2 vTextureCoords_Stage0;
+flat in int vTexIndex_Stage0;
+noperspective in vec4 vinColor_Stage0;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+vec4 light_Stage1_c0_c0(vec3 normal, vec3 surfaceToLight, vec3 lightColor) {
+ vec3 halfDir = normalize(surfaceToLight + vec3(0.0, 0.0, 1.0));
+ float colorScale = uKS_Stage1_c0_c0 * pow(dot(normal, halfDir), uShininess_Stage1_c0_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(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(float x, float y, float scale) {
+ return normalize(vec3(-x * scale, -y * scale, 1.0));
+}
+vec3 normal_Stage1_c0_c0(float m[9], float surfaceScale) {
+ return pointToNormal_Stage1_c0_c0(sobel_Stage1_c0_c0(0.0, 0.0, m[3], m[5], m[6], m[8], 0.33333298563957214), sobel_Stage1_c0_c0(0.0, 0.0, m[4], m[7], m[5], m[8], 0.5), surfaceScale);
+}
+vec3 lightColor_Stage1_c0_c0(vec3 surfaceToLight) {
+ float cosAngle = -dot(surfaceToLight, uS_Stage1_c0_c0);
+ if (cosAngle < uCosOuterConeAngle_Stage1_c0_c0) {
+ return vec3(0.0);
+ }
+ float scale = pow(cosAngle, uExponent_Stage1_c0_c0);
+ if (cosAngle < uCosInnerConeAngle_Stage1_c0_c0) {
+ return ((uLightColor_Stage1_c0_c0 * scale) * (cosAngle - uCosOuterConeAngle_Stage1_c0_c0)) * uConeScale_Stage1_c0_c0;
+ }
+ return uLightColor_Stage1_c0_c0;
+}
+vec4 SpecularLighting_Stage1_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;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0.xy, uTexDom_Stage1_c0_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0.y);
+ if (err > uDecalParams_Stage1_c0_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1_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;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0.xy, uTexDom_Stage1_c0_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0.y);
+ if (err > uDecalParams_Stage1_c0_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1_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;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0.xy, uTexDom_Stage1_c0_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0.y);
+ if (err > uDecalParams_Stage1_c0_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1_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;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0.xy, uTexDom_Stage1_c0_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0.y);
+ if (err > uDecalParams_Stage1_c0_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1_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.xy, uTexDom_Stage1_c0_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0.y);
+ if (err > uDecalParams_Stage1_c0_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1_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;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0.xy, uTexDom_Stage1_c0_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0.y);
+ if (err > uDecalParams_Stage1_c0_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1_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;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0.xy, uTexDom_Stage1_c0_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0.y);
+ if (err > uDecalParams_Stage1_c0_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1_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;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0.xy, uTexDom_Stage1_c0_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0.y);
+ if (err > uDecalParams_Stage1_c0_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1_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;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0.xy, uTexDom_Stage1_c0_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0.y);
+ if (err > uDecalParams_Stage1_c0_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage1_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 = normalize(uLightLocation_Stage1_c0_c0 - vec3(gl_FragCoord.xy, uSurfaceScale_Stage1_c0_c0 * m[4]));
+ _output = light_Stage1_c0_c0(normal_Stage1_c0_c0(m, uSurfaceScale_Stage1_c0_c0), surfaceToLight, lightColor_Stage1_c0_c0(surfaceToLight));
+ _output *= _input;
+ return _output;
+}
+vec4 blend_src(vec4 src, vec4 dst) {
+ return src;
+}
+void main() {
+ vec4 outputCoverage_Stage0;
+ {
+ vec4 texColor;
+ {
+ texColor = texture(uTextureSampler_0_Stage0, vTextureCoords_Stage0);
+ }
+ outputCoverage_Stage0 = texColor;
+ }
+ vec4 output_Stage1;
+ {
+ output_Stage1 = SpecularLighting_Stage1_c0_c0(vec4(1.0));
+ }
+ {
+ if (all(lessThanEqual(outputCoverage_Stage0.xyz, vec3(0.0)))) {
+ discard;
+ }
+ vec2 _dstTexCoord = (gl_FragCoord.xy - uDstTextureUpperLeft_Stage2) * uDstTextureCoordScale_Stage2;
+ _dstTexCoord.y = 1.0 - _dstTexCoord.y;
+ vec4 _dstColor = texture(uDstTextureSampler_Stage2, _dstTexCoord);
+ sk_FragColor = blend_src(output_Stage1, _dstColor);
+ sk_FragColor = outputCoverage_Stage0 * sk_FragColor + (vec4(1.0) - outputCoverage_Stage0) * _dstColor;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform vec2 uAtlasSizeInv_Stage0;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+in vec2 inPosition;
+in vec4 inColor;
+in uvec2 inTextureCoords;
+noperspective out vec2 vTextureCoords_Stage0;
+flat out int vTexIndex_Stage0;
+noperspective out vec4 vinColor_Stage0;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+void main() {
+ ivec2 signedCoords = ivec2(int(inTextureCoords.x), int(inTextureCoords.y));
+ vec2 unormTexCoords = vec2(float(signedCoords.x / 2), float(signedCoords.y / 2));
+ vTextureCoords_Stage0 = unormTexCoords * uAtlasSizeInv_Stage0;
+ vTexIndex_Stage0 = 0;
+ vinColor_Stage0 = inColor;
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy;
+ gl_Position = vec4(inPosition.x, inPosition.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);
+}
+