diff options
Diffstat (limited to 'shaders/skia/481-2.shader_test')
-rw-r--r-- | shaders/skia/481-2.shader_test | 112 |
1 files changed, 112 insertions, 0 deletions
diff --git a/shaders/skia/481-2.shader_test b/shaders/skia/481-2.shader_test new file mode 100644 index 0000000..62a1205 --- /dev/null +++ b/shaders/skia/481-2.shader_test @@ -0,0 +1,112 @@ +[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 ucolor0_Stage1; +uniform vec4 ucolor1_Stage1; +uniform vec4 ucolor2_Stage1; +uniform vec4 ucolor3_Stage1; +uniform vec4 ucolor4_Stage1; +uniform vec4 ucolor5_Stage1; +uniform vec4 urectUniform_Stage3; +uniform vec2 ubaseFrequency_Stage4; +uniform float uz_Stage4; +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; +vec3 fade_Stage4(vec3 t) { + return ((t * t) * t) * (t * (t * 6.0 - 15.0) + 10.0); +} +float perm_Stage4(float x) { + return texture(uTextureSampler_0_Stage4, vec2(fract(x / 256.0), 0.0)).x * 255.0; +} +float grad_Stage4(float x, vec3 p) { + return dot(texture(uTextureSampler_1_Stage4, vec2(fract(x / 16.0), 0.0)).xyz * 255.0 - vec3(1.0), p); +} +float lerp_Stage4(float a, float b, float w) { + return a + w * (b - a); +} +float noise_Stage4(vec3 p) { + vec3 P = mod(floor(p), 256.0); + p -= floor(p); + vec3 f = fade_Stage4(p); + float A = perm_Stage4(P.x) + P.y; + float AA = perm_Stage4(A) + P.z; + float AB = perm_Stage4(A + 1.0) + P.z; + float B = perm_Stage4(P.x + 1.0) + P.y; + float BA = perm_Stage4(B) + P.z; + float BB = perm_Stage4(B + 1.0) + P.z; + float result = lerp_Stage4(lerp_Stage4(lerp_Stage4(grad_Stage4(perm_Stage4(AA), p), grad_Stage4(perm_Stage4(BA), p + vec3(-1.0, 0.0, 0.0)), f.x), lerp_Stage4(grad_Stage4(perm_Stage4(AB), p + vec3(0.0, -1.0, 0.0)), grad_Stage4(perm_Stage4(BB), p + vec3(-1.0, -1.0, 0.0)), f.x), f.y), lerp_Stage4(lerp_Stage4(grad_Stage4(perm_Stage4(AA + 1.0), p + vec3(0.0, 0.0, -1.0)), grad_Stage4(perm_Stage4(BA + 1.0), p + vec3(-1.0, 0.0, -1.0)), f.x), lerp_Stage4(grad_Stage4(perm_Stage4(AB + 1.0), p + vec3(0.0, -1.0, -1.0)), grad_Stage4(perm_Stage4(BB + 1.0), p + vec3(-1.0, -1.0, -1.0)), f.x), f.y), f.z); + return result; +} +float noiseOctaves_Stage4(vec3 p) { + float result = 0.0; + float ratio = 1.0; + for (float i = 0.0;i < 3.0; i++) { + result += noise_Stage4(p) / ratio; + p *= 2.0; + ratio *= 2.0; + } + return (result + 1.0) / 2.0; +} +void main() { + { + float alpha; + { + float xSub, ySub; + xSub = min(gl_FragCoord.x - urectUniform_Stage3.x, 0.0); + xSub += min(urectUniform_Stage3.z - gl_FragCoord.x, 0.0); + ySub = min(gl_FragCoord.y - urectUniform_Stage3.y, 0.0); + ySub += min(urectUniform_Stage3.w - gl_FragCoord.y, 0.0); + alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0)); + } + { + alpha = 1.0 - alpha; + } + } + vec4 output_Stage4; + { + vec2 coords = vTransformedCoords_1_Stage0 * ubaseFrequency_Stage4; + float r = noiseOctaves_Stage4(vec3(coords, uz_Stage4)); + float g = noiseOctaves_Stage4(vec3(coords, uz_Stage4)); + float b = noiseOctaves_Stage4(vec3(coords, uz_Stage4)); + float a = noiseOctaves_Stage4(vec3(coords, uz_Stage4)); + output_Stage4 = vec4(r, g, b, a); + output_Stage4 = clamp(output_Stage4, 0.0, 1.0); + output_Stage4 = vec4(output_Stage4.xyz * output_Stage4.www, output_Stage4.w); + } + { + sk_FragColor = 1.0 - output_Stage4; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uViewM_Stage0; +uniform mat3 uCoordTransformMatrix_0_Stage0; +uniform mat3 uCoordTransformMatrix_1_Stage0; +in vec2 inPosition; +in vec4 inColor; +in vec2 inLocalCoord; +noperspective out vec4 vcolor_Stage0; +noperspective out vec2 vTransformedCoords_0_Stage0; +noperspective out vec2 vTransformedCoords_1_Stage0; +void main() { + vec4 color = inColor; + vcolor_Stage0 = color; + vec2 pos2 = (uViewM_Stage0 * vec3(inPosition, 1.0)).xy; + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inLocalCoord, 1.0)).xy; + vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(inLocalCoord, 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); +} + |