diff options
Diffstat (limited to 'shaders/skia/46-70.shader_test')
-rw-r--r-- | shaders/skia/46-70.shader_test | 84 |
1 files changed, 84 insertions, 0 deletions
diff --git a/shaders/skia/46-70.shader_test b/shaders/skia/46-70.shader_test new file mode 100644 index 0000000..5fdc908 --- /dev/null +++ b/shaders/skia/46-70.shader_test @@ -0,0 +1,84 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform vec2 ubaseFrequency_Stage2; +uniform float uz_Stage2; +uniform sampler2D uTextureSampler_0_Stage1; +uniform sampler2D uTextureSampler_0_Stage2; +uniform sampler2D uTextureSampler_1_Stage2; +noperspective in vec2 vTransformedCoords_0_Stage0; +noperspective in vec3 vTransformedCoords_1_Stage0; +vec3 fade_Stage2(vec3 t) { + return ((t * t) * t) * (t * (t * 6.0 - 15.0) + 10.0); +} +float perm_Stage2(float x) { + return texture(uTextureSampler_0_Stage2, vec2(fract(x / 256.0), 0.0)).x * 255.0; +} +float grad_Stage2(float x, vec3 p) { + return dot(texture(uTextureSampler_1_Stage2, vec2(fract(x / 16.0), 0.0)).xyz * 255.0 - vec3(1.0), p); +} +float lerp_Stage2(float a, float b, float w) { + return a + w * (b - a); +} +float noise_Stage2(vec3 p) { + vec3 P = mod(floor(p), 256.0); + p -= floor(p); + vec3 f = fade_Stage2(p); + float A = perm_Stage2(P.x) + P.y; + float AA = perm_Stage2(A) + P.z; + float AB = perm_Stage2(A + 1.0) + P.z; + float B = perm_Stage2(P.x + 1.0) + P.y; + float BA = perm_Stage2(B) + P.z; + float BB = perm_Stage2(B + 1.0) + P.z; + float result = lerp_Stage2(lerp_Stage2(lerp_Stage2(grad_Stage2(perm_Stage2(AA), p), grad_Stage2(perm_Stage2(BA), p + vec3(-1.0, 0.0, 0.0)), f.x), lerp_Stage2(grad_Stage2(perm_Stage2(AB), p + vec3(0.0, -1.0, 0.0)), grad_Stage2(perm_Stage2(BB), p + vec3(-1.0, -1.0, 0.0)), f.x), f.y), lerp_Stage2(lerp_Stage2(grad_Stage2(perm_Stage2(AA + 1.0), p + vec3(0.0, 0.0, -1.0)), grad_Stage2(perm_Stage2(BA + 1.0), p + vec3(-1.0, 0.0, -1.0)), f.x), lerp_Stage2(grad_Stage2(perm_Stage2(AB + 1.0), p + vec3(0.0, -1.0, -1.0)), grad_Stage2(perm_Stage2(BB + 1.0), p + vec3(-1.0, -1.0, -1.0)), f.x), f.y), f.z); + return result; +} +float noiseOctaves_Stage2(vec3 p) { + float result = 0.0; + float ratio = 1.0; + for (float i = 0.0;i < 9.0; i++) { + result += noise_Stage2(p) / ratio; + p *= 2.0; + ratio *= 2.0; + } + return (result + 1.0) / 2.0; +} +void main() { + vec4 output_Stage2; + { + vec2 vTransformedCoords_1_Stage0_ensure2D = vTransformedCoords_1_Stage0.xy / vTransformedCoords_1_Stage0.z; + vec2 coords = vTransformedCoords_1_Stage0_ensure2D * ubaseFrequency_Stage2; + float r = noiseOctaves_Stage2(vec3(coords, uz_Stage2)); + float g = noiseOctaves_Stage2(vec3(coords, uz_Stage2)); + float b = noiseOctaves_Stage2(vec3(coords, uz_Stage2)); + float a = noiseOctaves_Stage2(vec3(coords, uz_Stage2)); + output_Stage2 = vec4(r, g, b, a); + output_Stage2 = clamp(output_Stage2, 0.0, 1.0); + output_Stage2 = vec4(output_Stage2.xyz * output_Stage2.www, output_Stage2.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 vec3 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); + 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); +} + |