diff options
Diffstat (limited to 'shaders/skia/724.shader_test')
-rw-r--r-- | shaders/skia/724.shader_test | 356 |
1 files changed, 356 insertions, 0 deletions
diff --git a/shaders/skia/724.shader_test b/shaders/skia/724.shader_test new file mode 100644 index 0000000..9c93621 --- /dev/null +++ b/shaders/skia/724.shader_test @@ -0,0 +1,356 @@ +[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 uleftBorderColor_Stage2_c0_c0; +uniform vec4 urightBorderColor_Stage2_c0_c0; +uniform vec4 uscale0_1_Stage2_c0_c0_c1_c0; +uniform vec4 uscale2_3_Stage2_c0_c0_c1_c0; +uniform vec4 uscale4_5_Stage2_c0_c0_c1_c0; +uniform vec4 uscale6_7_Stage2_c0_c0_c1_c0; +uniform vec4 uscale8_9_Stage2_c0_c0_c1_c0; +uniform vec4 ubias0_1_Stage2_c0_c0_c1_c0; +uniform vec4 ubias2_3_Stage2_c0_c0_c1_c0; +uniform vec4 ubias4_5_Stage2_c0_c0_c1_c0; +uniform vec4 ubias6_7_Stage2_c0_c0_c1_c0; +uniform vec4 ubias8_9_Stage2_c0_c0_c1_c0; +uniform vec4 uthresholds1_7_Stage2_c0_c0_c1_c0; +uniform vec4 uthresholds9_13_Stage2_c0_c0_c1_c0; +uniform vec4 ucircleData_Stage3; +uniform vec3 uedges_Stage4_c1_c0[7]; +uniform vec2 uImageIncrement_Stage5; +uniform float uSurfaceScale_Stage5; +uniform vec3 uLightColor_Stage5; +uniform float uKS_Stage5; +uniform float uShininess_Stage5; +uniform vec4 uTexDom_Stage5; +uniform vec3 uDecalParams_Stage5; +uniform vec3 uLightDirection_Stage5; +uniform sampler2D uTextureSampler_0_Stage3; +uniform sampler2D uTextureSampler_0_Stage5; +noperspective in vec2 vEllipseOffsets0_Stage0; +noperspective in vec2 vEllipseOffsets1_Stage0; +noperspective in vec4 vinColor_Stage0; +noperspective in vec2 vTransformedCoords_0_Stage0; +noperspective in vec2 vTransformedCoords_1_Stage0; +vec4 RadialGradientLayout_Stage2_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + float t = length(vTransformedCoords_0_Stage0); + _output = vec4(t, 1.0, 0.0, 0.0); + return _output; +} +vec4 UnrolledBinaryGradientColorizer_Stage2_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + float t = _input.x; + vec4 scale, bias; + if (t < uthresholds1_7_Stage2_c0_c0_c1_c0.w) { + if (t < uthresholds1_7_Stage2_c0_c0_c1_c0.y) { + if (t < uthresholds1_7_Stage2_c0_c0_c1_c0.x) { + scale = uscale0_1_Stage2_c0_c0_c1_c0; + bias = ubias0_1_Stage2_c0_c0_c1_c0; + } else { + scale = uscale2_3_Stage2_c0_c0_c1_c0; + bias = ubias2_3_Stage2_c0_c0_c1_c0; + } + } else { + if (t < uthresholds1_7_Stage2_c0_c0_c1_c0.z) { + scale = uscale4_5_Stage2_c0_c0_c1_c0; + bias = ubias4_5_Stage2_c0_c0_c1_c0; + } else { + scale = uscale6_7_Stage2_c0_c0_c1_c0; + bias = ubias6_7_Stage2_c0_c0_c1_c0; + } + } + } else { + { + { + scale = uscale8_9_Stage2_c0_c0_c1_c0; + bias = ubias8_9_Stage2_c0_c0_c1_c0; + } + } + } + _output = t * scale + bias; + return _output; +} +vec4 ClampedGradientEffect_Stage2_c0_c0(vec4 _input) { + vec4 _output; + vec4 t = RadialGradientLayout_Stage2_c0_c0_c0_c0(vec4(1.0)); + if (t.x < 0.0) { + _output = uleftBorderColor_Stage2_c0_c0; + } else if (t.x > 1.0) { + _output = urightBorderColor_Stage2_c0_c0; + } else { + _output = UnrolledBinaryGradientColorizer_Stage2_c0_c0_c1_c0(t); + } + { + _output.xyz *= _output.w; + } + return _output; +} +vec4 ConvexPoly_Stage4_c1_c0(vec4 _input) { + vec4 _output; + float alpha = 1.0; + float edge; + edge = dot(uedges_Stage4_c1_c0[0], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); + edge = edge >= 0.5 ? 1.0 : 0.0; + alpha *= edge; + edge = dot(uedges_Stage4_c1_c0[1], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); + edge = edge >= 0.5 ? 1.0 : 0.0; + alpha *= edge; + edge = dot(uedges_Stage4_c1_c0[2], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); + edge = edge >= 0.5 ? 1.0 : 0.0; + alpha *= edge; + edge = dot(uedges_Stage4_c1_c0[3], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); + edge = edge >= 0.5 ? 1.0 : 0.0; + alpha *= edge; + edge = dot(uedges_Stage4_c1_c0[4], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); + edge = edge >= 0.5 ? 1.0 : 0.0; + alpha *= edge; + edge = dot(uedges_Stage4_c1_c0[5], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); + edge = edge >= 0.5 ? 1.0 : 0.0; + alpha *= edge; + edge = dot(uedges_Stage4_c1_c0[6], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); + edge = edge >= 0.5 ? 1.0 : 0.0; + alpha *= edge; + _output = _input * alpha; + return _output; +} +vec4 light_Stage5(vec3 normal, vec3 surfaceToLight, vec3 lightColor) { + vec3 halfDir = normalize(surfaceToLight + vec3(0.0, 0.0, 1.0)); + float colorScale = uKS_Stage5 * pow(dot(normal, halfDir), uShininess_Stage5); + vec3 color = lightColor * clamp(colorScale, 0.0, 1.0); + return vec4(color, max(max(color.x, color.y), color.z)); +} +float sobel_Stage5(float a, float b, float c, float d, float e, float f, float scale) { + return (((((-a + b) - 2.0 * c) + 2.0 * d) - e) + f) * scale; +} +vec3 pointToNormal_Stage5(float x, float y, float scale) { + return normalize(vec3(-x * scale, -y * scale, 1.0)); +} +vec3 normal_Stage5(float m[9], float surfaceScale) { + return pointToNormal_Stage5(sobel_Stage5(0.0, 0.0, m[3], m[5], m[6], m[8], 0.33333298563957214), sobel_Stage5(0.0, 0.0, m[4], m[7], m[5], m[8], 0.5), surfaceScale); +} +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); +} +vec4 blend_dst_out(vec4 src, vec4 dst) { + return (1.0 - src.w) * dst; +} +void main() { + vec4 outputCoverage_Stage0; + { + vec2 scaledOffset = vEllipseOffsets0_Stage0; + float test = dot(scaledOffset, scaledOffset) - 1.0; + vec2 duvdx = dFdx(vEllipseOffsets0_Stage0); + vec2 duvdy = -dFdy(vEllipseOffsets0_Stage0); + vec2 grad = vec2(vEllipseOffsets0_Stage0.x * duvdx.x + vEllipseOffsets0_Stage0.y * duvdx.y, vEllipseOffsets0_Stage0.x * duvdy.x + vEllipseOffsets0_Stage0.y * duvdy.y); + float grad_dot = 4.0 * 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; + { + output_Stage1 = floor(outputCoverage_Stage0 * 255.0 + 0.5) / 255.0; + { + output_Stage1.xyz = floor((output_Stage1.xyz * output_Stage1.w) * 255.0 + 0.5) / 255.0; + } + } + vec4 output_Stage2; + { + output_Stage2 = blend_dst_in(output_Stage1, ClampedGradientEffect_Stage2_c0_c0(vec4(1.0))); + } + vec4 output_Stage3; + { + vec2 vec = vec2((gl_FragCoord.x - ucircleData_Stage3.x) * ucircleData_Stage3.w, (gl_FragCoord.y - ucircleData_Stage3.y) * ucircleData_Stage3.w); + float dist = length(vec) + (0.5 - ucircleData_Stage3.z) * ucircleData_Stage3.w; + output_Stage3 = output_Stage2 * texture(uTextureSampler_0_Stage3, vec2(dist, 0.5)).w; + } + vec4 output_Stage4; + { + output_Stage4 = blend_dst_out(output_Stage3, ConvexPoly_Stage4_c1_c0(vec4(1.0))); + } + vec4 output_Stage5; + { + vec2 coord = vTransformedCoords_1_Stage0; + float m[9]; + vec4 temp0; + { + vec2 origCoord = coord + vec2(-1.0, 1.0) * uImageIncrement_Stage5; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage5.xy, uTexDom_Stage5.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage5, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage5.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage5.y); + if (err > uDecalParams_Stage5.z) { + err = 1.0; + } else if (uDecalParams_Stage5.z < 1.0) { + err = 0.0; + } + temp0 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + m[0] = temp0.w; + vec4 temp1; + { + vec2 origCoord = coord + vec2(0.0, 1.0) * uImageIncrement_Stage5; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage5.xy, uTexDom_Stage5.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage5, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage5.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage5.y); + if (err > uDecalParams_Stage5.z) { + err = 1.0; + } else if (uDecalParams_Stage5.z < 1.0) { + err = 0.0; + } + temp1 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + m[1] = temp1.w; + vec4 temp2; + { + vec2 origCoord = coord + uImageIncrement_Stage5; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage5.xy, uTexDom_Stage5.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage5, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage5.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage5.y); + if (err > uDecalParams_Stage5.z) { + err = 1.0; + } else if (uDecalParams_Stage5.z < 1.0) { + err = 0.0; + } + temp2 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + m[2] = temp2.w; + vec4 temp3; + { + vec2 origCoord = coord + vec2(-1.0, 0.0) * uImageIncrement_Stage5; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage5.xy, uTexDom_Stage5.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage5, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage5.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage5.y); + if (err > uDecalParams_Stage5.z) { + err = 1.0; + } else if (uDecalParams_Stage5.z < 1.0) { + err = 0.0; + } + temp3 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + m[3] = temp3.w; + vec4 temp4; + { + vec2 origCoord = coord; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage5.xy, uTexDom_Stage5.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage5, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage5.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage5.y); + if (err > uDecalParams_Stage5.z) { + err = 1.0; + } else if (uDecalParams_Stage5.z < 1.0) { + err = 0.0; + } + temp4 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + m[4] = temp4.w; + vec4 temp5; + { + vec2 origCoord = coord + vec2(1.0, 0.0) * uImageIncrement_Stage5; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage5.xy, uTexDom_Stage5.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage5, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage5.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage5.y); + if (err > uDecalParams_Stage5.z) { + err = 1.0; + } else if (uDecalParams_Stage5.z < 1.0) { + err = 0.0; + } + temp5 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + m[5] = temp5.w; + vec4 temp6; + { + vec2 origCoord = coord + vec2(-1.0, -1.0) * uImageIncrement_Stage5; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage5.xy, uTexDom_Stage5.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage5, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage5.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage5.y); + if (err > uDecalParams_Stage5.z) { + err = 1.0; + } else if (uDecalParams_Stage5.z < 1.0) { + err = 0.0; + } + temp6 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + m[6] = temp6.w; + vec4 temp7; + { + vec2 origCoord = coord + vec2(0.0, -1.0) * uImageIncrement_Stage5; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage5.xy, uTexDom_Stage5.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage5, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage5.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage5.y); + if (err > uDecalParams_Stage5.z) { + err = 1.0; + } else if (uDecalParams_Stage5.z < 1.0) { + err = 0.0; + } + temp7 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + m[7] = temp7.w; + vec4 temp8; + { + vec2 origCoord = coord + vec2(1.0, -1.0) * uImageIncrement_Stage5; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage5.xy, uTexDom_Stage5.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage5, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage5.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage5.y); + if (err > uDecalParams_Stage5.z) { + err = 1.0; + } else if (uDecalParams_Stage5.z < 1.0) { + err = 0.0; + } + temp8 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + m[8] = temp8.w; + vec3 surfaceToLight = uLightDirection_Stage5; + output_Stage5 = light_Stage5(normal_Stage5(m, uSurfaceScale_Stage5), surfaceToLight, uLightColor_Stage5); + output_Stage5 *= output_Stage4; + } + { + sk_FragColor = vec4(0.0); + } +} + +[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 inEllipseOffsets0; +in vec2 inEllipseOffsets1; +noperspective out vec2 vEllipseOffsets0_Stage0; +noperspective out vec2 vEllipseOffsets1_Stage0; +noperspective out vec4 vinColor_Stage0; +noperspective out vec2 vTransformedCoords_0_Stage0; +noperspective out vec2 vTransformedCoords_1_Stage0; +void main() { + vEllipseOffsets0_Stage0 = inEllipseOffsets0; + vEllipseOffsets1_Stage0 = inEllipseOffsets1; + vinColor_Stage0 = inColor; + vec2 pos2 = (uViewM_Stage0 * vec3(inPosition, 1.0)).xy; + 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); +} + |