diff options
Diffstat (limited to 'shaders/skia/829.shader_test')
-rw-r--r-- | shaders/skia/829.shader_test | 235 |
1 files changed, 235 insertions, 0 deletions
diff --git a/shaders/skia/829.shader_test b/shaders/skia/829.shader_test new file mode 100644 index 0000000..742890d --- /dev/null +++ b/shaders/skia/829.shader_test @@ -0,0 +1,235 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform vec4 ucolor_Stage1_c0_c0_c1_c0_c0_c0; +uniform vec2 uScale_Stage1_c0_c0_c1_c0_c1_c0; +uniform vec4 uTexDom_Stage1_c0_c0_c1_c0_c1_c0; +uniform vec3 uDecalParams_Stage1_c0_c0_c1_c0_c1_c0; +uniform float uinnerThreshold_Stage1_c1_c0_c0_c0; +uniform float uouterThreshold_Stage1_c1_c0_c0_c0; +uniform float uPixelSize_Stage1_c1_c0_c1_c0_c0_c0; +uniform vec2 uRange_Stage1_c1_c0_c1_c0_c0_c0; +uniform vec4 ucolor_Stage1_c1_c0_c1_c0_c1_c0; +uniform sampler2D uTextureSampler_0_Stage1; +uniform sampler2D uTextureSampler_1_Stage1; +uniform sampler2D uTextureSampler_2_Stage1; +uniform sampler2D uTextureSampler_3_Stage1; +uniform sampler2D uTextureSampler_4_Stage1; +noperspective in vec4 vcolor_Stage0; +noperspective in vec2 vTransformedCoords_0_Stage0; +noperspective in vec2 vTransformedCoords_1_Stage0; +noperspective in vec2 vTransformedCoords_2_Stage0; +noperspective in vec2 vTransformedCoords_3_Stage0; +noperspective in vec2 vTransformedCoords_4_Stage0; +vec4 TextureEffect_Stage1_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + _output = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0) * _input; + return _output; +} +vec4 ConstColorProcessor_Stage1_c0_c0_c1_c0_c0_c0(vec4 _input) { + vec4 _output; + { + _output = _input.w * ucolor_Stage1_c0_c0_c1_c0_c0_c0; + } + return _output; +} +vec4 DisplacementMap_Stage1_c0_c0_c1_c0_c1_c0(vec4 _input) { + vec4 _output; + vec4 dColor = texture(uTextureSampler_1_Stage1, vTransformedCoords_1_Stage0); + dColor.xyz = dColor.w < 9.9999999747524271e-07 ? vec3(0.0) : clamp(dColor.xyz / dColor.w, 0.0, 1.0); + vec2 cCoords = vTransformedCoords_2_Stage0 + uScale_Stage1_c0_c0_c1_c0_c1_c0 * (dColor.zw - vec2(0.5)); + { + vec2 origCoord = cCoords; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c1_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c1_c0_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_2_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c1_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c1_c0_c1_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c1_c0_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c1_c0_c1_c0.z < 1.0) { + err = 0.0; + } + _output = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + return _output; +} +vec4 blend_dst_over(vec4 src, vec4 dst) { + return (1.0 - dst.w) * src + dst; +} +vec4 ComposeTwo_Stage1_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_dst_over(ConstColorProcessor_Stage1_c0_c0_c1_c0_c0_c0(inputColor), DisplacementMap_Stage1_c0_c0_c1_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 blend_src_out(vec4 src, vec4 dst) { + return (1.0 - dst.w) * src; +} +vec4 ComposeTwo_Stage1_c0_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_src_out(TextureEffect_Stage1_c0_c0_c0_c0(inputColor), ComposeTwo_Stage1_c0_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 AlphaThresholdFragmentProcessor_Stage1_c1_c0_c0_c0(vec4 _input) { + vec4 _output; + vec4 color = _input; + vec4 mask_color = texture(uTextureSampler_3_Stage1, vTransformedCoords_3_Stage0); + if (mask_color.w < 0.5) { + if (color.w > uouterThreshold_Stage1_c1_c0_c0_c0) { + float scale = uouterThreshold_Stage1_c1_c0_c0_c0 / color.w; + color.xyz *= scale; + color.w = uouterThreshold_Stage1_c1_c0_c0_c0; + } + } else if (color.w < uinnerThreshold_Stage1_c1_c0_c0_c0) { + float scale = uinnerThreshold_Stage1_c1_c0_c0_c0 / max(0.0010000000474974513, color.w); + color.xyz *= scale; + color.w = uinnerThreshold_Stage1_c1_c0_c0_c0; + } + _output = color; + return _output; +} +vec4 Morphology_Stage1_c1_c0_c1_c0_c0_c0(vec4 _input) { + vec4 _output; + _output = vec4(1.0, 1.0, 1.0, 1.0); + vec2 coord = vTransformedCoords_4_Stage0; + coord.y -= 8.0 * uPixelSize_Stage1_c1_c0_c1_c0_c0_c0; + for (int i = 0;i < 17; i++) { + _output = min(_output, texture(uTextureSampler_4_Stage1, coord)); + coord.y += uPixelSize_Stage1_c1_c0_c1_c0_c0_c0; + } + _output *= _input; + return _output; +} +vec4 ConstColorProcessor_Stage1_c1_c0_c1_c0_c1_c0(vec4 _input) { + vec4 _output; + { + _output = ucolor_Stage1_c1_c0_c1_c0_c1_c0; + } + return _output; +} +vec4 ComposeTwo_Stage1_c1_c0_c1_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_src_out(Morphology_Stage1_c1_c0_c1_c0_c0_c0(inputColor), ConstColorProcessor_Stage1_c1_c0_c1_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 blend_src_over(vec4 src, vec4 dst) { + return src + (1.0 - src.w) * dst; +} +vec4 blend_lighten(vec4 src, vec4 dst) { + vec4 result = blend_src_over(src, dst); + result.xyz = max(result.xyz, (1.0 - dst.w) * src.xyz + dst.xyz); + return result; +} +vec4 ComposeTwo_Stage1_c1_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_lighten(AlphaThresholdFragmentProcessor_Stage1_c1_c0_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +float _blend_color_saturation(vec3 color) { + return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z); +} +vec3 _blend_set_color_saturation_helper(vec3 minMidMax, float sat) { + if (minMidMax.x < minMidMax.z) { + return vec3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat); + } + return vec3(0.0); +} +vec3 _blend_set_color_saturation(vec3 hueLumColor, vec3 satColor) { + float sat = _blend_color_saturation(satColor); + if (hueLumColor.x <= hueLumColor.y) { + if (hueLumColor.y <= hueLumColor.z) { + hueLumColor.xyz = _blend_set_color_saturation_helper(hueLumColor, sat); + } else if (hueLumColor.x <= hueLumColor.z) { + hueLumColor.xzy = _blend_set_color_saturation_helper(hueLumColor.xzy, sat); + } else { + hueLumColor.zxy = _blend_set_color_saturation_helper(hueLumColor.zxy, sat); + } + } else if (hueLumColor.x <= hueLumColor.z) { + hueLumColor.yxz = _blend_set_color_saturation_helper(hueLumColor.yxz, sat); + } else if (hueLumColor.y <= hueLumColor.z) { + hueLumColor.yzx = _blend_set_color_saturation_helper(hueLumColor.yzx, sat); + } else { + hueLumColor.zyx = _blend_set_color_saturation_helper(hueLumColor.zyx, sat); + } + return hueLumColor; +} +float _blend_color_luminance(vec3 color) { + return dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), color); +} +vec3 _blend_set_color_luminance(vec3 hueSatColor, float alpha, vec3 lumColor) { + float lum = _blend_color_luminance(lumColor); + vec3 result = (lum - _blend_color_luminance(hueSatColor)) + hueSatColor; + float minComp = min(min(result.x, result.y), result.z); + float maxComp = max(max(result.x, result.y), result.z); + if (minComp < 0.0 && lum != minComp) { + result = lum + ((result - lum) * lum) / (lum - minComp); + } + if (maxComp > alpha && maxComp != lum) { + return lum + ((result - lum) * (alpha - lum)) / (maxComp - lum); + } + return result; +} +vec4 blend_saturation(vec4 src, vec4 dst) { + float alpha = dst.w * src.w; + vec3 sda = src.xyz * dst.w; + vec3 dsa = dst.xyz * src.w; + return vec4((((_blend_set_color_luminance(_blend_set_color_saturation(dsa, sda), alpha, dsa) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha); +} +void main() { + vec4 outputColor_Stage0; + { + outputColor_Stage0 = vcolor_Stage0; + } + vec4 output_Stage1; + { + vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0); + output_Stage1 = blend_saturation(ComposeTwo_Stage1_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0(inputColor)); + output_Stage1 *= outputColor_Stage0.w; + } + { + sk_FragColor = output_Stage1; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uViewM_Stage0; +uniform mat3 uCoordTransformMatrix_0_Stage0; +uniform mat3 uCoordTransformMatrix_1_Stage0; +uniform mat3 uCoordTransformMatrix_2_Stage0; +uniform mat3 uCoordTransformMatrix_3_Stage0; +uniform mat3 uCoordTransformMatrix_4_Stage0; +in vec2 inPosition; +in vec4 inColor; +noperspective out vec4 vcolor_Stage0; +noperspective out vec2 vTransformedCoords_0_Stage0; +noperspective out vec2 vTransformedCoords_1_Stage0; +noperspective out vec2 vTransformedCoords_2_Stage0; +noperspective out vec2 vTransformedCoords_3_Stage0; +noperspective out vec2 vTransformedCoords_4_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(inPosition, 1.0)).xy; + vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(inPosition, 1.0)).xy; + vTransformedCoords_2_Stage0 = (uCoordTransformMatrix_2_Stage0 * vec3(inPosition, 1.0)).xy; + vTransformedCoords_3_Stage0 = (uCoordTransformMatrix_3_Stage0 * vec3(inPosition, 1.0)).xy; + vTransformedCoords_4_Stage0 = (uCoordTransformMatrix_4_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); +} + |