diff options
Diffstat (limited to 'shaders/skia/352-2.shader_test')
-rw-r--r-- | shaders/skia/352-2.shader_test | 342 |
1 files changed, 342 insertions, 0 deletions
diff --git a/shaders/skia/352-2.shader_test b/shaders/skia/352-2.shader_test new file mode 100644 index 0000000..8ec08ee --- /dev/null +++ b/shaders/skia/352-2.shader_test @@ -0,0 +1,342 @@ +[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 uellipse_Stage1; +uniform vec2 uImageIncrement_Stage2; +uniform float uSurfaceScale_Stage2; +uniform vec3 uLightColor_Stage2; +uniform float uKS_Stage2; +uniform float uShininess_Stage2; +uniform vec4 uTexDom_Stage2; +uniform vec3 uDecalParams_Stage2; +uniform vec3 uLightLocation_Stage2; +uniform vec2 uScale_Stage3; +uniform vec4 uTexDom_Stage3; +uniform vec3 uDecalParams_Stage3; +uniform vec2 ufocalParams_Stage4_c0_c0_c0_c0; +uniform vec4 uscale01_Stage4_c0_c0_c1_c0; +uniform vec4 ubias01_Stage4_c0_c0_c1_c0; +uniform vec4 uscale23_Stage4_c0_c0_c1_c0; +uniform vec4 ubias23_Stage4_c0_c0_c1_c0; +uniform float uthreshold_Stage4_c0_c0_c1_c0; +uniform sampler2D uTextureSampler_0_Stage2; +uniform sampler2D uTextureSampler_0_Stage3; +uniform sampler2D uTextureSampler_1_Stage3; +noperspective in vec2 vEllipseOffsets_Stage0; +noperspective in vec4 vEllipseRadii_Stage0; +noperspective in vec4 vinColor_Stage0; +noperspective in vec2 vTransformedCoords_0_Stage0; +noperspective in vec2 vTransformedCoords_1_Stage0; +noperspective in vec2 vTransformedCoords_2_Stage0; +noperspective in vec2 vTransformedCoords_3_Stage0; +vec4 light_Stage2(vec3 normal, vec3 surfaceToLight, vec3 lightColor) { + vec3 halfDir = normalize(surfaceToLight + vec3(0.0, 0.0, 1.0)); + float colorScale = uKS_Stage2 * pow(dot(normal, halfDir), uShininess_Stage2); + vec3 color = lightColor * clamp(colorScale, 0.0, 1.0); + return vec4(color, max(max(color.x, color.y), color.z)); +} +float sobel_Stage2(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(float x, float y, float scale) { + return normalize(vec3(-x * scale, -y * scale, 1.0)); +} +vec3 normal_Stage2(float m[9], float surfaceScale) { + return pointToNormal_Stage2(sobel_Stage2(m[0], m[1], m[3], m[4], m[6], m[7], 0.5), sobel_Stage2(m[0], m[6], m[1], m[7], 0.0, 0.0, 0.33333298563957214), surfaceScale); +} +vec4 TwoPointConicalGradientLayout_Stage4_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + vec2 p = vTransformedCoords_3_Stage0; + float t = -1.0; + float v = 1.0; + { + { + float r0_2 = ufocalParams_Stage4_c0_c0_c0_c0.y; + t = r0_2 - p.y * p.y; + if (t >= 0.0) { + t = p.x + sqrt(t); + } else { + v = -1.0; + } + } + } + _output = vec4(t, v, 0.0, 0.0); + return _output; +} +vec4 DualIntervalGradientColorizer_Stage4_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + float t = _input.x; + vec4 scale, bias; + if (t < uthreshold_Stage4_c0_c0_c1_c0) { + scale = uscale01_Stage4_c0_c0_c1_c0; + bias = ubias01_Stage4_c0_c0_c1_c0; + } else { + scale = uscale23_Stage4_c0_c0_c1_c0; + bias = ubias23_Stage4_c0_c0_c1_c0; + } + _output = t * scale + bias; + return _output; +} +vec4 TiledGradientEffect_Stage4_c0_c0(vec4 _input) { + vec4 _output; + vec4 t = TwoPointConicalGradientLayout_Stage4_c0_c0_c0_c0(vec4(1.0)); + if (t.y < 0.0) { + _output = vec4(0.0); + } else { + { + float t_1 = t.x - 1.0; + float tiled_t = (t_1 - 2.0 * floor(t_1 * 0.5)) - 1.0; + t.x = abs(tiled_t); + } + _output = DualIntervalGradientColorizer_Stage4_c0_c0_c1_c0(t); + } + { + _output.xyz *= _output.w; + } + return _output; +} +vec4 blend_src_in(vec4 src, vec4 dst) { + return src * dst.w; +} +vec4 blend_dst_in(vec4 src, vec4 dst) { + return blend_src_in(dst, src); +} +void main() { + vec4 outputColor_Stage0; + vec4 outputCoverage_Stage0; + { + outputColor_Stage0 = vinColor_Stage0; + vec2 offset = vEllipseOffsets_Stage0; + float test = dot(offset, offset) - 1.0; + vec2 grad = (2.0 * offset) * vEllipseRadii_Stage0.xy; + float grad_dot = dot(grad, grad); + grad_dot = max(grad_dot, 1.1754999560161448e-38); + float invlen = inversesqrt(grad_dot); + float edgeAlpha = clamp(0.5 - test * invlen, 0.0, 1.0); + outputCoverage_Stage0 = vec4(edgeAlpha); + } + vec4 output_Stage1; + { + vec2 d = gl_FragCoord.xy - uellipse_Stage1.xy; + vec2 Z = d * uellipse_Stage1.zw; + float implicit = dot(Z, d) - 1.0; + float grad_dot = 4.0 * dot(Z, Z); + { + grad_dot = max(grad_dot, 1.1754999560161448e-38); + } + float approx_dist = implicit * inversesqrt(grad_dot); + float alpha; + { + alpha = clamp(0.5 + approx_dist, 0.0, 1.0); + } + output_Stage1 = outputColor_Stage0 * alpha; + } + vec4 output_Stage2; + { + vec2 coord = vTransformedCoords_0_Stage0; + float m[9]; + vec4 temp0; + { + vec2 origCoord = coord + vec2(-1.0, 1.0) * uImageIncrement_Stage2; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage2.xy, uTexDom_Stage2.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y); + if (err > uDecalParams_Stage2.z) { + err = 1.0; + } else if (uDecalParams_Stage2.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; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage2.xy, uTexDom_Stage2.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y); + if (err > uDecalParams_Stage2.z) { + err = 1.0; + } else if (uDecalParams_Stage2.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; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage2.xy, uTexDom_Stage2.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y); + if (err > uDecalParams_Stage2.z) { + err = 1.0; + } else if (uDecalParams_Stage2.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; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage2.xy, uTexDom_Stage2.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y); + if (err > uDecalParams_Stage2.z) { + err = 1.0; + } else if (uDecalParams_Stage2.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.xy, uTexDom_Stage2.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y); + if (err > uDecalParams_Stage2.z) { + err = 1.0; + } else if (uDecalParams_Stage2.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; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage2.xy, uTexDom_Stage2.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y); + if (err > uDecalParams_Stage2.z) { + err = 1.0; + } else if (uDecalParams_Stage2.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; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage2.xy, uTexDom_Stage2.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y); + if (err > uDecalParams_Stage2.z) { + err = 1.0; + } else if (uDecalParams_Stage2.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; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage2.xy, uTexDom_Stage2.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y); + if (err > uDecalParams_Stage2.z) { + err = 1.0; + } else if (uDecalParams_Stage2.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; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage2.xy, uTexDom_Stage2.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y); + if (err > uDecalParams_Stage2.z) { + err = 1.0; + } else if (uDecalParams_Stage2.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 - vec3(gl_FragCoord.xy, uSurfaceScale_Stage2 * m[4])); + output_Stage2 = light_Stage2(normal_Stage2(m, uSurfaceScale_Stage2), surfaceToLight, uLightColor_Stage2); + output_Stage2 *= outputCoverage_Stage0; + } + vec4 output_Stage3; + { + vec4 dColor = texture(uTextureSampler_0_Stage3, 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_Stage3 * (dColor.wy - vec2(0.5)); + { + vec2 origCoord = cCoords; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage3.xy, uTexDom_Stage3.zw); + vec4 textureColor = texture(uTextureSampler_1_Stage3, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage3.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage3.y); + if (err > uDecalParams_Stage3.z) { + err = 1.0; + } else if (uDecalParams_Stage3.z < 1.0) { + err = 0.0; + } + output_Stage3 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + } + vec4 output_Stage4; + { + output_Stage4 = blend_dst_in(output_Stage3, TiledGradientEffect_Stage4_c0_c0(vec4(1.0))); + } + { + sk_FragColor = output_Stage1 * output_Stage4; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uCoordTransformMatrix_0_Stage0; +uniform mat3 uCoordTransformMatrix_1_Stage0; +uniform mat3 uCoordTransformMatrix_2_Stage0; +uniform mat3 uCoordTransformMatrix_3_Stage0; +in vec2 inPosition; +in vec4 inColor; +in vec2 inEllipseOffset; +in vec4 inEllipseRadii; +noperspective out vec2 vEllipseOffsets_Stage0; +noperspective out vec4 vEllipseRadii_Stage0; +noperspective out vec4 vinColor_Stage0; +noperspective out vec2 vTransformedCoords_0_Stage0; +noperspective out vec2 vTransformedCoords_1_Stage0; +noperspective out vec2 vTransformedCoords_2_Stage0; +noperspective out vec2 vTransformedCoords_3_Stage0; +void main() { + vEllipseOffsets_Stage0 = inEllipseOffset; + vEllipseRadii_Stage0 = inEllipseRadii; + vinColor_Stage0 = inColor; + vec2 pos2 = inPosition; + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy; + vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(inPosition, 1.0)).xy; + vTransformedCoords_2_Stage0 = (uCoordTransformMatrix_2_Stage0 * vec3(inPosition, 1.0)).xy; + vTransformedCoords_3_Stage0 = (uCoordTransformMatrix_3_Stage0 * vec3(inPosition, 1.0)).xy; + gl_Position = vec4(pos2.x, pos2.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); +} + |