diff options
Diffstat (limited to 'shaders/skia/298-4.shader_test')
-rw-r--r-- | shaders/skia/298-4.shader_test | 228 |
1 files changed, 228 insertions, 0 deletions
diff --git a/shaders/skia/298-4.shader_test b/shaders/skia/298-4.shader_test new file mode 100644 index 0000000..bb9d8dd --- /dev/null +++ b/shaders/skia/298-4.shader_test @@ -0,0 +1,228 @@ +[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 vec4 ucircle_Stage2_c0_c0; +uniform vec2 uImageIncrement_Stage2_c1_c0; +uniform float uSurfaceScale_Stage2_c1_c0; +uniform vec3 uLightColor_Stage2_c1_c0; +uniform float uKS_Stage2_c1_c0; +uniform float uShininess_Stage2_c1_c0; +uniform vec4 uTexDom_Stage2_c1_c0; +uniform vec3 uDecalParams_Stage2_c1_c0; +uniform vec3 uLightLocation_Stage2_c1_c0; +uniform sampler2D uTextureSampler_0_Stage1; +uniform sampler2D uTextureSampler_0_Stage2; +noperspective in vec2 vTransformedCoords_0_Stage0; +noperspective in vec2 vTransformedCoords_1_Stage0; +vec4 CircleEffect_Stage2_c0_c0(vec4 _input) { + vec4 _output; + float d; + { + d = (1.0 - length((ucircle_Stage2_c0_c0.xy - gl_FragCoord.xy) * ucircle_Stage2_c0_c0.w)) * ucircle_Stage2_c0_c0.z; + } + { + _output = d > 0.5 ? _input : vec4(0.0); + } + return _output; +} +vec4 light_Stage2_c1_c0(vec3 normal, vec3 surfaceToLight, vec3 lightColor) { + vec3 halfDir = normalize(surfaceToLight + vec3(0.0, 0.0, 1.0)); + float colorScale = uKS_Stage2_c1_c0 * pow(dot(normal, halfDir), uShininess_Stage2_c1_c0); + vec3 color = lightColor * clamp(colorScale, 0.0, 1.0); + return vec4(color, max(max(color.x, color.y), color.z)); +} +float sobel_Stage2_c1_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_c1_c0(float x, float y, float scale) { + return normalize(vec3(-x * scale, -y * scale, 1.0)); +} +vec3 normal_Stage2_c1_c0(float m[9], float surfaceScale) { + return pointToNormal_Stage2_c1_c0(sobel_Stage2_c1_c0(m[0], m[1], m[3], m[4], 0.0, 0.0, 0.66666698455810547), sobel_Stage2_c1_c0(m[0], m[3], m[1], m[4], 0.0, 0.0, 0.66666698455810547), surfaceScale); +} +vec4 SpecularLighting_Stage2_c1_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_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage2_c1_c0.xy, uTexDom_Stage2_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2_c1_c0.y); + if (err > uDecalParams_Stage2_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage2_c1_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_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage2_c1_c0.xy, uTexDom_Stage2_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2_c1_c0.y); + if (err > uDecalParams_Stage2_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage2_c1_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_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage2_c1_c0.xy, uTexDom_Stage2_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2_c1_c0.y); + if (err > uDecalParams_Stage2_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage2_c1_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_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage2_c1_c0.xy, uTexDom_Stage2_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2_c1_c0.y); + if (err > uDecalParams_Stage2_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage2_c1_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_c1_c0.xy, uTexDom_Stage2_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2_c1_c0.y); + if (err > uDecalParams_Stage2_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage2_c1_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_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage2_c1_c0.xy, uTexDom_Stage2_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2_c1_c0.y); + if (err > uDecalParams_Stage2_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage2_c1_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_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage2_c1_c0.xy, uTexDom_Stage2_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2_c1_c0.y); + if (err > uDecalParams_Stage2_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage2_c1_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_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage2_c1_c0.xy, uTexDom_Stage2_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2_c1_c0.y); + if (err > uDecalParams_Stage2_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage2_c1_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_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage2_c1_c0.xy, uTexDom_Stage2_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2_c1_c0.y); + if (err > uDecalParams_Stage2_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage2_c1_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_c1_c0 - vec3(gl_FragCoord.xy, uSurfaceScale_Stage2_c1_c0 * m[4])); + _output = light_Stage2_c1_c0(normal_Stage2_c1_c0(m, uSurfaceScale_Stage2_c1_c0), surfaceToLight, uLightColor_Stage2_c1_c0); + _output *= _input; + return _output; +} +vec4 blend_dst_out(vec4 src, vec4 dst) { + return (1.0 - src.w) * dst; +} +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_dst_out(CircleEffect_Stage2_c0_c0(inputColor), SpecularLighting_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); +} + |