diff options
Diffstat (limited to 'shaders/skia/439-2.shader_test')
-rw-r--r-- | shaders/skia/439-2.shader_test | 125 |
1 files changed, 125 insertions, 0 deletions
diff --git a/shaders/skia/439-2.shader_test b/shaders/skia/439-2.shader_test new file mode 100644 index 0000000..0e7742f --- /dev/null +++ b/shaders/skia/439-2.shader_test @@ -0,0 +1,125 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform vec4 urectUniform_Stage2; +uniform float uPixelSize_Stage3; +uniform vec2 uRange_Stage3; +uniform vec2 uScale_Stage4; +uniform vec4 uTexDom_Stage4; +uniform vec3 uDecalParams_Stage4; +uniform float uinnerThreshold_Stage5; +uniform float uouterThreshold_Stage5; +uniform sampler2D uTextureSampler_0_Stage1; +uniform sampler2D uTextureSampler_0_Stage3; +uniform sampler2D uTextureSampler_0_Stage4; +uniform sampler2D uTextureSampler_1_Stage4; +uniform sampler2D uTextureSampler_0_Stage5; +noperspective in vec2 vTransformedCoords_0_Stage0; +noperspective in vec2 vTransformedCoords_1_Stage0; +noperspective in vec2 vTransformedCoords_2_Stage0; +noperspective in vec2 vTransformedCoords_3_Stage0; +noperspective in vec2 vTransformedCoords_4_Stage0; +flat in vec4 vcolor_Stage0; +void main() { + vec4 output_Stage1; + { + output_Stage1 = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0); + } + vec4 output_Stage2; + { + float alpha; + { + float xSub, ySub; + xSub = min(gl_FragCoord.x - urectUniform_Stage2.x, 0.0); + xSub += min(urectUniform_Stage2.z - gl_FragCoord.x, 0.0); + ySub = min(gl_FragCoord.y - urectUniform_Stage2.y, 0.0); + ySub += min(urectUniform_Stage2.w - gl_FragCoord.y, 0.0); + alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0)); + } + output_Stage2 = output_Stage1 * alpha; + } + vec4 output_Stage3; + { + output_Stage3 = vec4(0.0, 0.0, 0.0, 0.0); + vec2 coord = vTransformedCoords_1_Stage0; + coord.y -= 7.0 * uPixelSize_Stage3; + for (int i = 0;i < 15; i++) { + output_Stage3 = max(output_Stage3, texture(uTextureSampler_0_Stage3, coord)); + coord.y += uPixelSize_Stage3; + } + output_Stage3 *= output_Stage2; + } + vec4 output_Stage4; + { + vec4 dColor = texture(uTextureSampler_0_Stage4, vTransformedCoords_2_Stage0); + dColor.xyz = dColor.w < 9.9999999747524271e-07 ? vec3(0.0) : clamp(dColor.xyz / dColor.w, 0.0, 1.0); + vec2 cCoords = vTransformedCoords_3_Stage0 + uScale_Stage4 * (dColor.wz - vec2(0.5)); + { + vec2 origCoord = cCoords; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage4.xy, uTexDom_Stage4.zw); + vec4 textureColor = texture(uTextureSampler_1_Stage4, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage4.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage4.y); + if (err > uDecalParams_Stage4.z) { + err = 1.0; + } else if (uDecalParams_Stage4.z < 1.0) { + err = 0.0; + } + output_Stage4 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + } + vec4 output_Stage5; + { + vec4 color = output_Stage4; + vec4 mask_color = texture(uTextureSampler_0_Stage5, vTransformedCoords_4_Stage0); + if (mask_color.w < 0.5) { + if (color.w > uouterThreshold_Stage5) { + float scale = uouterThreshold_Stage5 / color.w; + color.xyz *= scale; + color.w = uouterThreshold_Stage5; + } + } else if (color.w < uinnerThreshold_Stage5) { + float scale = uinnerThreshold_Stage5 / max(0.0010000000474974513, color.w); + color.xyz *= scale; + color.w = uinnerThreshold_Stage5; + } + output_Stage5 = color; + } + { + sk_FragColor = 1.0 - output_Stage5; + } +} + +[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; +uniform mat3 uCoordTransformMatrix_4_Stage0; +in vec2 position; +in vec4 color; +in vec2 localCoord; +noperspective out vec2 vTransformedCoords_0_Stage0; +noperspective out vec2 vTransformedCoords_1_Stage0; +noperspective out vec2 vTransformedCoords_2_Stage0; +noperspective out vec2 vTransformedCoords_3_Stage0; +noperspective out vec2 vTransformedCoords_4_Stage0; +flat out vec4 vcolor_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; + vTransformedCoords_3_Stage0 = (uCoordTransformMatrix_3_Stage0 * vec3(localCoord, 1.0)).xy; + vTransformedCoords_4_Stage0 = (uCoordTransformMatrix_4_Stage0 * vec3(localCoord, 1.0)).xy; + vcolor_Stage0 = color; + 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); +} + |