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-rw-r--r--shaders/skia/229-6.shader_test283
1 files changed, 283 insertions, 0 deletions
diff --git a/shaders/skia/229-6.shader_test b/shaders/skia/229-6.shader_test
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+++ b/shaders/skia/229-6.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_Stage2_c0_c0;
+uniform float uSurfaceScale_Stage2_c0_c0;
+uniform vec3 uLightColor_Stage2_c0_c0;
+uniform float uKD_Stage2_c0_c0;
+uniform vec4 uTexDom_Stage2_c0_c0;
+uniform vec3 uDecalParams_Stage2_c0_c0;
+uniform vec3 uLightLocation_Stage2_c0_c0;
+uniform float uExponent_Stage2_c0_c0;
+uniform float uCosInnerConeAngle_Stage2_c0_c0;
+uniform float uCosOuterConeAngle_Stage2_c0_c0;
+uniform float uConeScale_Stage2_c0_c0;
+uniform vec3 uS_Stage2_c0_c0;
+uniform sampler2D uTextureSampler_0_Stage1;
+uniform sampler2D uTextureSampler_0_Stage2;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+noperspective in vec2 vTransformedCoords_1_Stage0;
+vec4 light_Stage2_c0_c0(vec3 normal, vec3 surfaceToLight, vec3 lightColor) {
+ float colorScale = uKD_Stage2_c0_c0 * dot(normal, surfaceToLight);
+ return vec4(lightColor * clamp(colorScale, 0.0, 1.0), 1.0);
+}
+float sobel_Stage2_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_Stage2_c0_c0(float x, float y, float scale) {
+ return normalize(vec3(-x * scale, -y * scale, 1.0));
+}
+vec3 normal_Stage2_c0_c0(float m[9], float surfaceScale) {
+ return pointToNormal_Stage2_c0_c0(sobel_Stage2_c0_c0(0.0, 0.0, m[3], m[4], m[6], m[7], 0.66666698455810547), sobel_Stage2_c0_c0(m[3], m[6], m[4], m[7], 0.0, 0.0, 0.66666698455810547), surfaceScale);
+}
+vec3 lightColor_Stage2_c0_c0(vec3 surfaceToLight) {
+ float cosAngle = -dot(surfaceToLight, uS_Stage2_c0_c0);
+ if (cosAngle < uCosOuterConeAngle_Stage2_c0_c0) {
+ return vec3(0.0);
+ }
+ float scale = pow(cosAngle, uExponent_Stage2_c0_c0);
+ if (cosAngle < uCosInnerConeAngle_Stage2_c0_c0) {
+ return ((uLightColor_Stage2_c0_c0 * scale) * (cosAngle - uCosOuterConeAngle_Stage2_c0_c0)) * uConeScale_Stage2_c0_c0;
+ }
+ return uLightColor_Stage2_c0_c0;
+}
+vec4 DiffuseLighting_Stage2_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec2 coord = vTransformedCoords_1_Stage0;
+ float m[9];
+ vec4 temp0;
+ {
+ vec2 origCoord = coord + vec2(-1.0, 1.0) * uImageIncrement_Stage2_c0_c0;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage2_c0_c0.xy, uTexDom_Stage2_c0_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2_c0_c0.y);
+ if (err > uDecalParams_Stage2_c0_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage2_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_Stage2_c0_c0;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage2_c0_c0.xy, uTexDom_Stage2_c0_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2_c0_c0.y);
+ if (err > uDecalParams_Stage2_c0_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage2_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_Stage2_c0_c0;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage2_c0_c0.xy, uTexDom_Stage2_c0_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2_c0_c0.y);
+ if (err > uDecalParams_Stage2_c0_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage2_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_Stage2_c0_c0;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage2_c0_c0.xy, uTexDom_Stage2_c0_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2_c0_c0.y);
+ if (err > uDecalParams_Stage2_c0_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage2_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_Stage2_c0_c0.xy, uTexDom_Stage2_c0_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2_c0_c0.y);
+ if (err > uDecalParams_Stage2_c0_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage2_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_Stage2_c0_c0;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage2_c0_c0.xy, uTexDom_Stage2_c0_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2_c0_c0.y);
+ if (err > uDecalParams_Stage2_c0_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage2_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_Stage2_c0_c0;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage2_c0_c0.xy, uTexDom_Stage2_c0_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2_c0_c0.y);
+ if (err > uDecalParams_Stage2_c0_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage2_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_Stage2_c0_c0;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage2_c0_c0.xy, uTexDom_Stage2_c0_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2_c0_c0.y);
+ if (err > uDecalParams_Stage2_c0_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage2_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_Stage2_c0_c0;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage2_c0_c0.xy, uTexDom_Stage2_c0_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
+ float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2_c0_c0.y);
+ if (err > uDecalParams_Stage2_c0_c0.z) {
+ err = 1.0;
+ } else if (uDecalParams_Stage2_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_Stage2_c0_c0 - vec3(gl_FragCoord.xy, uSurfaceScale_Stage2_c0_c0 * m[4]));
+ _output = light_Stage2_c0_c0(normal_Stage2_c0_c0(m, uSurfaceScale_Stage2_c0_c0), surfaceToLight, lightColor_Stage2_c0_c0(surfaceToLight));
+ _output *= _input;
+ return _output;
+}
+vec4 ClampFragmentProcessor_Stage2_c1_c0(vec4 _input) {
+ vec4 _output;
+ {
+ _output = clamp(_input, 0.0, 1.0);
+ }
+ 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);
+}
+void main() {
+ vec4 output_Stage1;
+ {
+ output_Stage1 = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0);
+ }
+ vec4 output_Stage2;
+ {
+ vec4 inputColor = vec4(output_Stage1.xyz, 1.0);
+ output_Stage2 = blend_saturation(DiffuseLighting_Stage2_c0_c0(inputColor), ClampFragmentProcessor_Stage2_c1_c0(inputColor));
+ output_Stage2 *= output_Stage1.w;
+ }
+ {
+ sk_FragColor = output_Stage2;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+uniform mat3 uCoordTransformMatrix_1_Stage0;
+in vec2 position;
+in vec2 localCoord;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+noperspective out vec2 vTransformedCoords_1_Stage0;
+void main() {
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy;
+ vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(localCoord, 1.0)).xy;
+ gl_Position = vec4(position.x, position.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);
+}
+