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-rw-r--r--shaders/skia/715.shader_test219
1 files changed, 219 insertions, 0 deletions
diff --git a/shaders/skia/715.shader_test b/shaders/skia/715.shader_test
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+++ b/shaders/skia/715.shader_test
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+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+uniform vec2 ubaseFrequency_Stage1_c0_c0;
+uniform vec2 ustitchData_Stage1_c0_c0;
+uniform vec4 ucolor_Stage3;
+uniform vec4 urectUniform_Stage4;
+uniform vec4 uscale0_1_Stage6_c1_c0_c1_c0;
+uniform vec4 uscale2_3_Stage6_c1_c0_c1_c0;
+uniform vec4 uscale4_5_Stage6_c1_c0_c1_c0;
+uniform vec4 ubias0_1_Stage6_c1_c0_c1_c0;
+uniform vec4 ubias2_3_Stage6_c1_c0_c1_c0;
+uniform vec4 ubias4_5_Stage6_c1_c0_c1_c0;
+uniform vec4 uthresholds1_7_Stage6_c1_c0_c1_c0;
+uniform vec4 uthresholds9_13_Stage6_c1_c0_c1_c0;
+uniform sampler2D uTextureSampler_0_Stage1;
+uniform sampler2D uTextureSampler_1_Stage1;
+uniform sampler2D uTextureSampler_0_Stage2;
+noperspective in vec4 vQuadEdge_Stage0;
+noperspective in vec4 vinColor_Stage0;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+noperspective in vec2 vTransformedCoords_1_Stage0;
+float perlinnoise_Stage1_c0_c0(float chanCoord, vec2 noiseVec, vec2 stitchData) {
+ 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);
+ if (floorVal.x >= stitchData.x) {
+ floorVal.x -= stitchData.x;
+ }
+ if (floorVal.y >= stitchData.y) {
+ floorVal.y -= stitchData.y;
+ }
+ if (floorVal.z >= stitchData.x) {
+ floorVal.z -= stitchData.x;
+ }
+ if (floorVal.w >= stitchData.y) {
+ floorVal.w -= stitchData.y;
+ }
+ floorVal = fract(floor(mod(floorVal, 256.0)) / vec4(256.0));
+ vec2 latticeIdx;
+ latticeIdx.x = texture(uTextureSampler_0_Stage1, vec2(floorVal.x, 0.5)).x;
+ latticeIdx.y = texture(uTextureSampler_0_Stage1, vec2(floorVal.z, 0.5)).x;
+ vec4 bcoords = fract(latticeIdx.xyxy + floorVal.yyww);
+ vec2 uv;
+ vec4 lattice = texture(uTextureSampler_1_Stage1, 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_Stage1, 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_Stage1, 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_Stage1, 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_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec2 noiseVec = floor(vTransformedCoords_0_Stage0) * ubaseFrequency_Stage1_c0_c0;
+ _output = vec4(0.0);
+ vec2 stitchData = ustitchData_Stage1_c0_c0;
+ float ratio = 1.0;
+ for (int octave = 0;octave < 4; ++octave) {
+ _output += abs(vec4(perlinnoise_Stage1_c0_c0(0.125, noiseVec, stitchData), perlinnoise_Stage1_c0_c0(0.375, noiseVec, stitchData), perlinnoise_Stage1_c0_c0(0.625, noiseVec, stitchData), perlinnoise_Stage1_c0_c0(0.875, noiseVec, stitchData))) * ratio;
+ noiseVec *= vec2(2.0);
+ ratio *= 0.5;
+ stitchData *= vec2(2.0);
+ }
+ _output = clamp(_output, 0.0, 1.0);
+ _output = vec4(_output.xyz * _output.www, _output.w);
+ return _output;
+}
+vec4 RadialGradientLayout_Stage6_c1_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ float t = length(vTransformedCoords_1_Stage0);
+ _output = vec4(t, 1.0, 0.0, 0.0);
+ return _output;
+}
+vec4 UnrolledBinaryGradientColorizer_Stage6_c1_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ float t = _input.x;
+ vec4 scale, bias;
+ {
+ if (t < uthresholds1_7_Stage6_c1_c0_c1_c0.y) {
+ if (t < uthresholds1_7_Stage6_c1_c0_c1_c0.x) {
+ scale = uscale0_1_Stage6_c1_c0_c1_c0;
+ bias = ubias0_1_Stage6_c1_c0_c1_c0;
+ } else {
+ scale = uscale2_3_Stage6_c1_c0_c1_c0;
+ bias = ubias2_3_Stage6_c1_c0_c1_c0;
+ }
+ } else {
+ {
+ scale = uscale4_5_Stage6_c1_c0_c1_c0;
+ bias = ubias4_5_Stage6_c1_c0_c1_c0;
+ }
+ }
+ }
+ _output = t * scale + bias;
+ return _output;
+}
+vec4 TiledGradientEffect_Stage6_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec4 t = RadialGradientLayout_Stage6_c1_c0_c0_c0(vec4(1.0));
+ {
+ {
+ t.x = fract(t.x);
+ }
+ _output = UnrolledBinaryGradientColorizer_Stage6_c1_c0_c1_c0(t);
+ }
+ {
+ _output.xyz *= _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 outputCoverage_Stage0;
+ {
+ float edgeAlpha;
+ vec2 duvdx = dFdx(vQuadEdge_Stage0.xy);
+ vec2 duvdy = dFdy(vQuadEdge_Stage0.xy);
+ if (vQuadEdge_Stage0.z > 0.0 && vQuadEdge_Stage0.w > 0.0) {
+ edgeAlpha = min(min(vQuadEdge_Stage0.z, vQuadEdge_Stage0.w) + 0.5, 1.0);
+ } else {
+ vec2 gF = vec2((2.0 * vQuadEdge_Stage0.x) * duvdx.x - duvdx.y, (2.0 * vQuadEdge_Stage0.x) * duvdy.x - duvdy.y);
+ edgeAlpha = vQuadEdge_Stage0.x * vQuadEdge_Stage0.x - vQuadEdge_Stage0.y;
+ edgeAlpha = clamp(0.5 - edgeAlpha / length(gF), 0.0, 1.0);
+ }
+ outputCoverage_Stage0 = vec4(edgeAlpha);
+ }
+ vec4 output_Stage1;
+ {
+ output_Stage1 = blend_dst_in(outputCoverage_Stage0, PerlinNoise_Stage1_c0_c0(vec4(1.0)));
+ }
+ vec4 output_Stage2;
+ {
+ float nonZeroAlpha = max(output_Stage1.w, 9.9999997473787516e-05);
+ vec4 coord = vec4(output_Stage1.xyz / nonZeroAlpha, nonZeroAlpha);
+ coord = coord * 0.9960939884185791 + vec4(0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579);
+ output_Stage2.w = texture(uTextureSampler_0_Stage2, vec2(coord.w, 0.125)).w;
+ output_Stage2.x = texture(uTextureSampler_0_Stage2, vec2(coord.x, 0.375)).w;
+ output_Stage2.y = texture(uTextureSampler_0_Stage2, vec2(coord.y, 0.625)).w;
+ output_Stage2.z = texture(uTextureSampler_0_Stage2, vec2(coord.z, 0.875)).w;
+ output_Stage2.xyz *= output_Stage2.w;
+ }
+ vec4 output_Stage3;
+ {
+ {
+ output_Stage3 = output_Stage2 * ucolor_Stage3;
+ }
+ }
+ vec4 output_Stage4;
+ {
+ float alpha;
+ {
+ float xSub, ySub;
+ xSub = min(gl_FragCoord.x - urectUniform_Stage4.x, 0.0);
+ xSub += min(urectUniform_Stage4.z - gl_FragCoord.x, 0.0);
+ ySub = min(gl_FragCoord.y - urectUniform_Stage4.y, 0.0);
+ ySub += min(urectUniform_Stage4.w - gl_FragCoord.y, 0.0);
+ alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));
+ }
+ output_Stage4 = output_Stage3 * alpha;
+ }
+ vec4 output_Stage5;
+ {
+ output_Stage5 = floor(output_Stage4 * 255.0 + 0.5) / 255.0;
+ {
+ output_Stage5.xyz = output_Stage5.w <= 0.0 ? vec3(0.0) : floor((output_Stage5.xyz / output_Stage5.w) * 255.0 + 0.5) / 255.0;
+ }
+ }
+ vec4 output_Stage6;
+ {
+ output_Stage6 = blend_dst_in(output_Stage5, TiledGradientEffect_Stage6_c1_c0(vec4(1.0)));
+ }
+ {
+ sk_FragColor = output_Stage6;
+ }
+}
+
+[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 vec4 inQuadEdge;
+noperspective out vec4 vQuadEdge_Stage0;
+noperspective out vec4 vinColor_Stage0;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+noperspective out vec2 vTransformedCoords_1_Stage0;
+void main() {
+ vQuadEdge_Stage0 = inQuadEdge;
+ 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)).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);
+}
+