diff options
Diffstat (limited to 'shaders/skia/715.shader_test')
-rw-r--r-- | shaders/skia/715.shader_test | 219 |
1 files changed, 219 insertions, 0 deletions
diff --git a/shaders/skia/715.shader_test b/shaders/skia/715.shader_test new file mode 100644 index 0000000..4bef71a --- /dev/null +++ b/shaders/skia/715.shader_test @@ -0,0 +1,219 @@ +[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); +} + |