diff options
Diffstat (limited to 'shaders/skia/448-2.shader_test')
-rw-r--r-- | shaders/skia/448-2.shader_test | 317 |
1 files changed, 317 insertions, 0 deletions
diff --git a/shaders/skia/448-2.shader_test b/shaders/skia/448-2.shader_test new file mode 100644 index 0000000..58a736f --- /dev/null +++ b/shaders/skia/448-2.shader_test @@ -0,0 +1,317 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform vec2 uImageIncrement_Stage1; +uniform float uSurfaceScale_Stage1; +uniform vec3 uLightColor_Stage1; +uniform float uKD_Stage1; +uniform vec4 uTexDom_Stage1; +uniform vec3 uDecalParams_Stage1; +uniform vec3 uLightLocation_Stage1; +uniform float uExponent_Stage1; +uniform float uCosInnerConeAngle_Stage1; +uniform float uCosOuterConeAngle_Stage1; +uniform float uConeScale_Stage1; +uniform vec3 uS_Stage1; +uniform vec4 uinnerRect_Stage2; +uniform vec2 uinvRadiiXY_Stage2; +uniform vec2 ubaseFrequency_Stage4_c0_c0; +uniform sampler2D uTextureSampler_0_Stage1; +uniform sampler2D uTextureSampler_0_Stage4; +uniform sampler2D uTextureSampler_1_Stage4; +noperspective in vec4 vcolor_Stage0; +noperspective in vec2 vTransformedCoords_0_Stage0; +noperspective in vec2 vTransformedCoords_1_Stage0; +noperspective in vec3 vTransformedCoords_2_Stage0; +noperspective in float vinCoverage_Stage0; +vec4 light_Stage1(vec3 normal, vec3 surfaceToLight, vec3 lightColor) { + float colorScale = uKD_Stage1 * dot(normal, surfaceToLight); + return vec4(lightColor * clamp(colorScale, 0.0, 1.0), 1.0); +} +float sobel_Stage1(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_Stage1(float x, float y, float scale) { + return normalize(vec3(-x * scale, -y * scale, 1.0)); +} +vec3 normal_Stage1(float m[9], float surfaceScale) { + return pointToNormal_Stage1(sobel_Stage1(m[0], m[2], m[3], m[5], m[6], m[8], 0.25), sobel_Stage1(m[0], m[6], m[1], m[7], m[2], m[8], 0.25), surfaceScale); +} +vec3 lightColor_Stage1(vec3 surfaceToLight) { + float cosAngle = -dot(surfaceToLight, uS_Stage1); + if (cosAngle < uCosOuterConeAngle_Stage1) { + return vec3(0.0); + } + float scale = pow(cosAngle, uExponent_Stage1); + if (cosAngle < uCosInnerConeAngle_Stage1) { + return ((uLightColor_Stage1 * scale) * (cosAngle - uCosOuterConeAngle_Stage1)) * uConeScale_Stage1; + } + return uLightColor_Stage1; +} +float perlinnoise_Stage4_c0_c0(float chanCoord, vec2 noiseVec) { + vec4 floorVal; + floorVal.xy = floor(noiseVec); + floorVal.zw = floorVal.xy + vec2(1.0); + vec2 fractVal = fract(noiseVec); + vec2 noiseSmooth = (fractVal * fractVal) * (vec2(3.0) - vec2(2.0) * fractVal); + floorVal = fract(floor(mod(floorVal, 256.0)) / vec4(256.0)); + vec2 latticeIdx; + latticeIdx.x = texture(uTextureSampler_0_Stage4, vec2(floorVal.x, 0.5)).x; + latticeIdx.y = texture(uTextureSampler_0_Stage4, vec2(floorVal.z, 0.5)).x; + vec4 bcoords = fract(latticeIdx.xyxy + floorVal.yyww); + vec2 uv; + vec4 lattice = texture(uTextureSampler_1_Stage4, vec2(bcoords.x, chanCoord)).zyxw; + uv.x = dot((lattice.yw + lattice.xz * vec2(0.00390625)) * vec2(2.0) - vec2(1.0), fractVal); + fractVal.x -= 1.0; + lattice = texture(uTextureSampler_1_Stage4, vec2(bcoords.y, chanCoord)).zyxw; + uv.y = dot((lattice.yw + lattice.xz * vec2(0.00390625)) * vec2(2.0) - vec2(1.0), fractVal); + vec2 ab; + ab.x = mix(uv.x, uv.y, noiseSmooth.x); + fractVal.y -= 1.0; + lattice = texture(uTextureSampler_1_Stage4, vec2(bcoords.w, chanCoord)).zyxw; + uv.y = dot((lattice.yw + lattice.xz * vec2(0.00390625)) * vec2(2.0) - vec2(1.0), fractVal); + fractVal.x += 1.0; + lattice = texture(uTextureSampler_1_Stage4, vec2(bcoords.z, chanCoord)).zyxw; + uv.x = dot((lattice.yw + lattice.xz * vec2(0.00390625)) * vec2(2.0) - vec2(1.0), fractVal); + ab.y = mix(uv.x, uv.y, noiseSmooth.x); + return mix(ab.x, ab.y, noiseSmooth.y); +} +vec4 PerlinNoise_Stage4_c0_c0(vec4 _input) { + vec4 _output; + vec2 vTransformedCoords_2_Stage0_ensure2D = vTransformedCoords_2_Stage0.xy / vTransformedCoords_2_Stage0.z; + vec2 noiseVec = floor(vTransformedCoords_2_Stage0_ensure2D) * ubaseFrequency_Stage4_c0_c0; + _output = vec4(0.0); + float ratio = 1.0; + for (int octave = 0;octave < 6; ++octave) { + _output += vec4(perlinnoise_Stage4_c0_c0(0.125, noiseVec), perlinnoise_Stage4_c0_c0(0.375, noiseVec), perlinnoise_Stage4_c0_c0(0.625, noiseVec), perlinnoise_Stage4_c0_c0(0.875, noiseVec)) * ratio; + noiseVec *= vec2(2.0); + ratio *= 0.5; + } + _output = _output * vec4(0.5) + vec4(0.5); + _output = clamp(_output, 0.0, 1.0); + _output = vec4(_output.xyz * _output.www, _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 = vcolor_Stage0; + float alpha = 1.0; + alpha = vinCoverage_Stage0; + outputCoverage_Stage0 = vec4(alpha); + } + vec4 output_Stage1; + { + vec2 coord = vTransformedCoords_0_Stage0; + float m[9]; + vec4 temp0; + { + vec2 origCoord = coord + vec2(-1.0, 1.0) * uImageIncrement_Stage1; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y); + if (err > uDecalParams_Stage1.z) { + err = 1.0; + } else if (uDecalParams_Stage1.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_Stage1; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y); + if (err > uDecalParams_Stage1.z) { + err = 1.0; + } else if (uDecalParams_Stage1.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_Stage1; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y); + if (err > uDecalParams_Stage1.z) { + err = 1.0; + } else if (uDecalParams_Stage1.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_Stage1; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y); + if (err > uDecalParams_Stage1.z) { + err = 1.0; + } else if (uDecalParams_Stage1.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_Stage1.xy, uTexDom_Stage1.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y); + if (err > uDecalParams_Stage1.z) { + err = 1.0; + } else if (uDecalParams_Stage1.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_Stage1; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y); + if (err > uDecalParams_Stage1.z) { + err = 1.0; + } else if (uDecalParams_Stage1.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_Stage1; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y); + if (err > uDecalParams_Stage1.z) { + err = 1.0; + } else if (uDecalParams_Stage1.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_Stage1; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y); + if (err > uDecalParams_Stage1.z) { + err = 1.0; + } else if (uDecalParams_Stage1.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_Stage1; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y); + if (err > uDecalParams_Stage1.z) { + err = 1.0; + } else if (uDecalParams_Stage1.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_Stage1 - vec3(gl_FragCoord.xy, uSurfaceScale_Stage1 * m[4])); + output_Stage1 = light_Stage1(normal_Stage1(m, uSurfaceScale_Stage1), surfaceToLight, lightColor_Stage1(surfaceToLight)); + output_Stage1 *= outputColor_Stage0; + } + vec4 output_Stage2; + { + vec2 dxy0 = uinnerRect_Stage2.xy - gl_FragCoord.xy; + vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage2.zw; + vec2 dxy = max(max(dxy0, dxy1), 0.0); + vec2 Z = dxy * uinvRadiiXY_Stage2; + float implicit = dot(Z, dxy) - 1.0; + float grad_dot = 4.0 * dot(Z, Z); + grad_dot = max(grad_dot, 9.9999997473787516e-05); + float approx_dist = implicit * inversesqrt(grad_dot); + float alpha = clamp(0.5 + approx_dist, 0.0, 1.0); + output_Stage2 = output_Stage1 * alpha; + } + vec4 output_Stage3; + { + output_Stage3 = output_Stage2; + float value; + { + uint x = uint(vTransformedCoords_1_Stage0.x); + uint y = uint(vTransformedCoords_1_Stage0.y); + uint m = (((((y & 1u) << 5u | (x & 1u) << 4u) | (y & 2u) << 2u) | (x & 2u) << 1u) | (y & 4u) >> 1u) | (x & 4u) >> 2u; + value = float(m) / 64.0 - 0.4921875; + } + output_Stage3 = vec4(clamp(output_Stage3.xyz + value * 0.0039215688593685627, 0.0, output_Stage3.w), output_Stage3.w); + } + vec4 output_Stage4; + { + output_Stage4 = blend_dst_in(outputCoverage_Stage0, PerlinNoise_Stage4_c0_c0(vec4(1.0))); + } + { + sk_FragColor = output_Stage3 * 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; +in vec2 inPosition; +in vec4 inColor; +in float inCoverage; +noperspective out vec4 vcolor_Stage0; +noperspective out vec2 vTransformedCoords_0_Stage0; +noperspective out vec2 vTransformedCoords_1_Stage0; +noperspective out vec3 vTransformedCoords_2_Stage0; +noperspective out float vinCoverage_Stage0; +void main() { + vec4 color = inColor; + vcolor_Stage0 = color; + 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); + vinCoverage_Stage0 = inCoverage; + 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); +} + |