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-rw-r--r--shaders/skia/481-2.shader_test112
1 files changed, 112 insertions, 0 deletions
diff --git a/shaders/skia/481-2.shader_test b/shaders/skia/481-2.shader_test
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+++ b/shaders/skia/481-2.shader_test
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+[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);
+}
+