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-rw-r--r--shaders/skia/301-4.shader_test93
1 files changed, 93 insertions, 0 deletions
diff --git a/shaders/skia/301-4.shader_test b/shaders/skia/301-4.shader_test
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index 0000000..610c443
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+++ b/shaders/skia/301-4.shader_test
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+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+uniform vec2 uScale_Stage2_c1_c0;
+uniform vec4 uTexDom_Stage2_c1_c0;
+uniform vec3 uDecalParams_Stage2_c1_c0;
+uniform sampler2D uTextureSampler_0_Stage1;
+uniform sampler2D uTextureSampler_0_Stage2;
+uniform sampler2D uTextureSampler_1_Stage2;
+uniform sampler2D uTextureSampler_2_Stage2;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+noperspective in vec2 vTransformedCoords_1_Stage0;
+noperspective in vec2 vTransformedCoords_2_Stage0;
+vec4 ColorTableEffect_Stage2_c0_c0(vec4 _input) {
+ vec4 _output;
+ float nonZeroAlpha = max(_input.w, 9.9999997473787516e-05);
+ vec4 coord = vec4(_input.xyz / nonZeroAlpha, nonZeroAlpha);
+ coord = coord * 0.9960939884185791 + vec4(0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579);
+ _output.w = texture(uTextureSampler_0_Stage2, vec2(coord.w, 0.125)).w;
+ _output.x = texture(uTextureSampler_0_Stage2, vec2(coord.x, 0.375)).w;
+ _output.y = texture(uTextureSampler_0_Stage2, vec2(coord.y, 0.625)).w;
+ _output.z = texture(uTextureSampler_0_Stage2, vec2(coord.z, 0.875)).w;
+ _output.xyz *= _output.w;
+ return _output;
+}
+vec4 DisplacementMap_Stage2_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec4 dColor = texture(uTextureSampler_1_Stage2, vTransformedCoords_1_Stage0);
+ dColor.xyz = dColor.w < 9.9999999747524271e-07 ? vec3(0.0) : clamp(dColor.xyz / dColor.w, 0.0, 1.0);
+ vec2 cCoords = vTransformedCoords_2_Stage0 + uScale_Stage2_c1_c0 * (dColor.zy - vec2(0.5));
+ {
+ vec2 origCoord = cCoords;
+ vec2 clampedCoord;
+ clampedCoord = clamp(origCoord, uTexDom_Stage2_c1_c0.xy, uTexDom_Stage2_c1_c0.zw);
+ vec4 textureColor = texture(uTextureSampler_2_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;
+ }
+ _output = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
+ }
+ return _output;
+}
+vec4 blend_src_over(vec4 src, vec4 dst) {
+ return src + (1.0 - src.w) * dst;
+}
+vec4 blend_darken(vec4 src, vec4 dst) {
+ vec4 result = blend_src_over(src, dst);
+ result.xyz = min(result.xyz, (1.0 - dst.w) * src.xyz + dst.xyz);
+ return result;
+}
+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_darken(ColorTableEffect_Stage2_c0_c0(inputColor), DisplacementMap_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;
+uniform mat3 uCoordTransformMatrix_2_Stage0;
+in vec2 position;
+in vec2 localCoord;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+noperspective out vec2 vTransformedCoords_1_Stage0;
+noperspective out vec2 vTransformedCoords_2_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;
+ vTransformedCoords_2_Stage0 = (uCoordTransformMatrix_2_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);
+}
+