diff options
Diffstat (limited to 'shaders/skia/697-2.shader_test')
-rw-r--r-- | shaders/skia/697-2.shader_test | 256 |
1 files changed, 256 insertions, 0 deletions
diff --git a/shaders/skia/697-2.shader_test b/shaders/skia/697-2.shader_test new file mode 100644 index 0000000..ee3b89c --- /dev/null +++ b/shaders/skia/697-2.shader_test @@ -0,0 +1,256 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +#extension GL_KHR_blend_equation_advanced : require +#extension GL_ARB_fragment_coord_conventions : require +layout(origin_upper_left) in vec4 gl_FragCoord; +out vec4 sk_FragColor; +layout (blend_support_all_equations) out ; +uniform vec4 ucircle_Stage1_c0_c0; +uniform vec4 uinnerRect_Stage1_c1_c0; +uniform vec2 uinvRadiiXY_Stage1_c1_c0; +uniform vec4 uinnerRect_Stage2; +uniform vec4 uinvRadiiLTRB_Stage2; +uniform vec4 uleftBorderColor_Stage3_c2_c0; +uniform vec4 urightBorderColor_Stage3_c2_c0; +uniform float ubias_Stage3_c2_c0_c0_c0; +uniform float uscale_Stage3_c2_c0_c0_c0; +uniform vec4 uscale0_1_Stage3_c2_c0_c1_c0; +uniform vec4 uscale2_3_Stage3_c2_c0_c1_c0; +uniform vec4 uscale4_5_Stage3_c2_c0_c1_c0; +uniform vec4 uscale6_7_Stage3_c2_c0_c1_c0; +uniform vec4 uscale8_9_Stage3_c2_c0_c1_c0; +uniform vec4 ubias0_1_Stage3_c2_c0_c1_c0; +uniform vec4 ubias2_3_Stage3_c2_c0_c1_c0; +uniform vec4 ubias4_5_Stage3_c2_c0_c1_c0; +uniform vec4 ubias6_7_Stage3_c2_c0_c1_c0; +uniform vec4 ubias8_9_Stage3_c2_c0_c1_c0; +uniform vec4 uthresholds1_7_Stage3_c2_c0_c1_c0; +uniform vec4 uthresholds9_13_Stage3_c2_c0_c1_c0; +uniform vec2 ubaseFrequency_Stage4_c3_c0; +uniform sampler2D uTextureSampler_0_Stage4; +uniform sampler2D uTextureSampler_1_Stage4; +noperspective in vec2 vEllipseOffsets_Stage0; +noperspective in vec4 vEllipseRadii_Stage0; +noperspective in vec4 vinColor_Stage0; +noperspective in vec2 vTransformedCoords_0_Stage0; +noperspective in vec3 vTransformedCoords_1_Stage0; +vec4 CircleEffect_Stage1_c0_c0(vec4 _input) { + vec4 _output; + float d; + { + d = (1.0 - length((ucircle_Stage1_c0_c0.xy - gl_FragCoord.xy) * ucircle_Stage1_c0_c0.w)) * ucircle_Stage1_c0_c0.z; + } + { + _output = _input * clamp(d, 0.0, 1.0); + } + return _output; +} +vec4 EllipticalRRect_Stage1_c1_c0(vec4 _input) { + vec4 _output; + vec2 dxy0 = uinnerRect_Stage1_c1_c0.xy - gl_FragCoord.xy; + vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage1_c1_c0.zw; + vec2 dxy = max(max(dxy0, dxy1), 0.0); + vec2 Z = dxy * uinvRadiiXY_Stage1_c1_c0; + 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 = _input * alpha; + return _output; +} +vec4 SweepGradientLayout_Stage3_c2_c0_c0_c0(vec4 _input) { + vec4 _output; + float angle; + { + angle = atan(-vTransformedCoords_0_Stage0.y, -vTransformedCoords_0_Stage0.x); + } + float t = ((angle * 0.15915493667125702 + 0.5) + ubias_Stage3_c2_c0_c0_c0) * uscale_Stage3_c2_c0_c0_c0; + _output = vec4(t, 1.0, 0.0, 0.0); + return _output; +} +vec4 UnrolledBinaryGradientColorizer_Stage3_c2_c0_c1_c0(vec4 _input) { + vec4 _output; + float t = _input.x; + vec4 scale, bias; + if (t < uthresholds1_7_Stage3_c2_c0_c1_c0.w) { + if (t < uthresholds1_7_Stage3_c2_c0_c1_c0.y) { + if (t < uthresholds1_7_Stage3_c2_c0_c1_c0.x) { + scale = uscale0_1_Stage3_c2_c0_c1_c0; + bias = ubias0_1_Stage3_c2_c0_c1_c0; + } else { + scale = uscale2_3_Stage3_c2_c0_c1_c0; + bias = ubias2_3_Stage3_c2_c0_c1_c0; + } + } else { + if (t < uthresholds1_7_Stage3_c2_c0_c1_c0.z) { + scale = uscale4_5_Stage3_c2_c0_c1_c0; + bias = ubias4_5_Stage3_c2_c0_c1_c0; + } else { + scale = uscale6_7_Stage3_c2_c0_c1_c0; + bias = ubias6_7_Stage3_c2_c0_c1_c0; + } + } + } else { + { + { + scale = uscale8_9_Stage3_c2_c0_c1_c0; + bias = ubias8_9_Stage3_c2_c0_c1_c0; + } + } + } + _output = t * scale + bias; + return _output; +} +vec4 ClampedGradientEffect_Stage3_c2_c0(vec4 _input) { + vec4 _output; + vec4 t = SweepGradientLayout_Stage3_c2_c0_c0_c0(vec4(1.0)); + if (t.x < 0.0) { + _output = uleftBorderColor_Stage3_c2_c0; + } else if (t.x > 1.0) { + _output = urightBorderColor_Stage3_c2_c0; + } else { + _output = UnrolledBinaryGradientColorizer_Stage3_c2_c0_c1_c0(t); + } + { + _output.xyz *= _output.w; + } + return _output; +} +float perlinnoise_Stage4_c3_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_c3_c0(vec4 _input) { + vec4 _output; + vec2 vTransformedCoords_1_Stage0_ensure2D = vTransformedCoords_1_Stage0.xy / vTransformedCoords_1_Stage0.z; + vec2 noiseVec = floor(vTransformedCoords_1_Stage0_ensure2D) * ubaseFrequency_Stage4_c3_c0; + _output = vec4(0.0); + float ratio = 1.0; + for (int octave = 0;octave < 5; ++octave) { + _output += vec4(perlinnoise_Stage4_c3_c0(0.125, noiseVec), perlinnoise_Stage4_c3_c0(0.375, noiseVec), perlinnoise_Stage4_c3_c0(0.625, noiseVec), perlinnoise_Stage4_c3_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; +} +float _blend_overlay_component(float sc, float sa, float dc, float da) { + if (2.0 * dc <= da) { + return (2.0 * sc) * dc; + } + return sa * da - (2.0 * (da - dc)) * (sa - sc); +} +vec4 blend_overlay(vec4 src, vec4 dst) { + vec4 result = vec4(_blend_overlay_component(src.x, src.w, dst.x, dst.w), _blend_overlay_component(src.y, src.w, dst.y, dst.w), _blend_overlay_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w); + result.xyz += dst.xyz * (1.0 - src.w) + src.xyz * (1.0 - dst.w); + return result; +} +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 = vinColor_Stage0; + vec2 offset = vEllipseOffsets_Stage0; + float test = dot(offset, offset) - 1.0; + vec2 grad = (2.0 * offset) * vEllipseRadii_Stage0.xy; + float grad_dot = dot(grad, grad); + grad_dot = max(grad_dot, 1.1754999560161448e-38); + float invlen = inversesqrt(grad_dot); + float edgeAlpha = clamp(0.5 - test * invlen, 0.0, 1.0); + outputCoverage_Stage0 = vec4(edgeAlpha); + } + vec4 output_Stage1; + { + vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0); + output_Stage1 = blend_overlay(CircleEffect_Stage1_c0_c0(inputColor), EllipticalRRect_Stage1_c1_c0(inputColor)); + output_Stage1 *= outputColor_Stage0.w; + } + 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 = max(max(dxy0 * uinvRadiiLTRB_Stage2.xy, dxy1 * uinvRadiiLTRB_Stage2.zw), 0.0); + 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 = outputCoverage_Stage0 * alpha; + } + vec4 output_Stage3; + { + output_Stage3 = blend_dst_in(output_Stage2, ClampedGradientEffect_Stage3_c2_c0(vec4(1.0))); + } + vec4 output_Stage4; + { + output_Stage4 = blend_dst_in(output_Stage3, PerlinNoise_Stage4_c3_c0(vec4(1.0))); + } + { + sk_FragColor = output_Stage4 * output_Stage1; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uCoordTransformMatrix_0_Stage0; +uniform mat3 uCoordTransformMatrix_1_Stage0; +in vec2 inPosition; +in vec4 inColor; +in vec2 inEllipseOffset; +in vec4 inEllipseRadii; +noperspective out vec2 vEllipseOffsets_Stage0; +noperspective out vec4 vEllipseRadii_Stage0; +noperspective out vec4 vinColor_Stage0; +noperspective out vec2 vTransformedCoords_0_Stage0; +noperspective out vec3 vTransformedCoords_1_Stage0; +void main() { + vEllipseOffsets_Stage0 = inEllipseOffset; + vEllipseRadii_Stage0 = inEllipseRadii; + vinColor_Stage0 = inColor; + vec2 pos2 = inPosition; + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy; + vTransformedCoords_1_Stage0 = uCoordTransformMatrix_1_Stage0 * vec3(inPosition, 1.0); + 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); +} + |