diff options
Diffstat (limited to 'shaders/skia/916.shader_test')
-rw-r--r-- | shaders/skia/916.shader_test | 315 |
1 files changed, 315 insertions, 0 deletions
diff --git a/shaders/skia/916.shader_test b/shaders/skia/916.shader_test new file mode 100644 index 0000000..3807b76 --- /dev/null +++ b/shaders/skia/916.shader_test @@ -0,0 +1,315 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform vec2 uImageIncrement_Stage1; +uniform float uSurfaceScale_Stage1; +uniform vec3 uLightColor_Stage1; +uniform float uKD_Stage1; +uniform vec4 uTexDom_Stage1; +uniform vec3 uDecalParams_Stage1; +uniform vec3 uLightDirection_Stage1; +uniform vec4 uinnerRect_Stage2; +uniform vec4 uinvRadiiLTRB_Stage2; +uniform float ucornerRadius_Stage3_c0_c0; +uniform vec4 uproxyRect_Stage3_c0_c0; +uniform float ublurRadius_Stage3_c0_c0; +uniform sampler2D uTextureSampler_0_Stage1; +uniform sampler2D uTextureSampler_0_Stage3; +uniform sampler2D uTextureSampler_1_Stage3; +noperspective in vec4 vcolor_Stage0; +noperspective in vec2 vTransformedCoords_0_Stage0; +noperspective in vec2 vTransformedCoords_1_Stage0; +vec4 light_Stage1(vec3 normal, vec3 surfaceToLight, vec3 lightColor) { + float colorScale = uKD_Stage1 * dot(normal, surfaceToLight); + return vec4(lightColor * clamp(colorScale, 0.0, 1.0), 1.0); +} +float sobel_Stage1(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_Stage1(float x, float y, float scale) { + return normalize(vec3(-x * scale, -y * scale, 1.0)); +} +vec3 normal_Stage1(float m[9], float surfaceScale) { + return pointToNormal_Stage1(sobel_Stage1(m[0], m[1], m[3], m[4], 0.0, 0.0, 0.66666698455810547), sobel_Stage1(m[0], m[3], m[1], m[4], 0.0, 0.0, 0.66666698455810547), surfaceScale); +} +vec4 RRectBlurEffect_Stage3_c0_c0(vec4 _input) { + vec4 _output; + vec2 translatedFragPos = gl_FragCoord.xy - uproxyRect_Stage3_c0_c0.xy; + float threshold = ucornerRadius_Stage3_c0_c0 + 2.0 * ublurRadius_Stage3_c0_c0; + vec2 middle = (uproxyRect_Stage3_c0_c0.zw - uproxyRect_Stage3_c0_c0.xy) - 2.0 * threshold; + if (translatedFragPos.x >= threshold && translatedFragPos.x < middle.x + threshold) { + translatedFragPos.x = threshold; + } else if (translatedFragPos.x >= middle.x + threshold) { + translatedFragPos.x -= middle.x - 1.0; + } + if (translatedFragPos.y > threshold && translatedFragPos.y < middle.y + threshold) { + translatedFragPos.y = threshold; + } else if (translatedFragPos.y >= middle.y + threshold) { + translatedFragPos.y -= middle.y - 1.0; + } + vec2 proxyDims = vec2(2.0 * threshold + 1.0); + vec2 texCoord = translatedFragPos / proxyDims; + _output = _input * texture(uTextureSampler_0_Stage3, texCoord); + return _output; +} +vec4 TextureEffect_Stage3_c1_c0(vec4 _input) { + vec4 _output; + _output = texture(uTextureSampler_1_Stage3, vTransformedCoords_1_Stage0) * _input; + 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_hard_light(vec4 src, vec4 dst) { + return blend_overlay(dst, src); +} +void main() { + vec4 output_Stage1; + { + vec2 coord = vTransformedCoords_0_Stage0; + float m[9]; + vec4 temp0; + { + vec2 origCoord = coord + vec2(-1.0, 1.0) * uImageIncrement_Stage1; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y); + if (err > uDecalParams_Stage1.z) { + err = 1.0; + } else if (uDecalParams_Stage1.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_Stage1; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y); + if (err > uDecalParams_Stage1.z) { + err = 1.0; + } else if (uDecalParams_Stage1.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_Stage1; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y); + if (err > uDecalParams_Stage1.z) { + err = 1.0; + } else if (uDecalParams_Stage1.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_Stage1; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y); + if (err > uDecalParams_Stage1.z) { + err = 1.0; + } else if (uDecalParams_Stage1.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_Stage1.xy, uTexDom_Stage1.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y); + if (err > uDecalParams_Stage1.z) { + err = 1.0; + } else if (uDecalParams_Stage1.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_Stage1; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y); + if (err > uDecalParams_Stage1.z) { + err = 1.0; + } else if (uDecalParams_Stage1.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_Stage1; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y); + if (err > uDecalParams_Stage1.z) { + err = 1.0; + } else if (uDecalParams_Stage1.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_Stage1; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y); + if (err > uDecalParams_Stage1.z) { + err = 1.0; + } else if (uDecalParams_Stage1.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_Stage1; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y); + if (err > uDecalParams_Stage1.z) { + err = 1.0; + } else if (uDecalParams_Stage1.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_Stage1; + output_Stage1 = light_Stage1(normal_Stage1(m, uSurfaceScale_Stage1), surfaceToLight, uLightColor_Stage1); + } + 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 = output_Stage1 * alpha; + } + vec4 output_Stage3; + { + vec4 inputColor = vec4(output_Stage2.xyz, 1.0); + output_Stage3 = blend_hard_light(RRectBlurEffect_Stage3_c0_c0(inputColor), TextureEffect_Stage3_c1_c0(inputColor)); + output_Stage3 *= output_Stage2.w; + } + { + sk_FragColor = 1.0 - output_Stage3; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform float uSrcTF_Stage0[7]; +uniform mat3 uColorXform_Stage0; +uniform float uDstTF_Stage0[7]; +uniform mat3 uCoordTransformMatrix_0_Stage0; +uniform mat3 uCoordTransformMatrix_1_Stage0; +in vec2 position; +in vec4 inColor; +in vec2 inLocalCoord; +noperspective out vec4 vcolor_Stage0; +noperspective out vec2 vTransformedCoords_0_Stage0; +noperspective out vec2 vTransformedCoords_1_Stage0; +float src_tf_Stage0(float x) { + float G = uSrcTF_Stage0[0]; + float A = uSrcTF_Stage0[1]; + float B = uSrcTF_Stage0[2]; + float C = uSrcTF_Stage0[3]; + float D = uSrcTF_Stage0[4]; + float E = uSrcTF_Stage0[5]; + float F = uSrcTF_Stage0[6]; + float s = sign(x); + x = abs(x); + x = x < D ? C * x + F : pow(A * x + B, G) + E; + return s * x; +} +float dst_tf_Stage0(float x) { + float G = uDstTF_Stage0[0]; + float A = uDstTF_Stage0[1]; + float B = uDstTF_Stage0[2]; + float C = uDstTF_Stage0[3]; + float D = uDstTF_Stage0[4]; + float E = uDstTF_Stage0[5]; + float F = uDstTF_Stage0[6]; + float s = sign(x); + x = abs(x); + x = x < D ? C * x + F : pow(A * x + B, G) + E; + return s * x; +} +vec4 gamut_xform_Stage0(vec4 color) { + color.xyz = uColorXform_Stage0 * color.xyz; + return color; +} +vec4 color_xform_Stage0(vec4 color) { + float nonZeroAlpha = max(color.w, 9.9999997473787516e-05); + color = vec4(color.xyz / nonZeroAlpha, nonZeroAlpha); + color.x = src_tf_Stage0(color.x); + color.y = src_tf_Stage0(color.y); + color.z = src_tf_Stage0(color.z); + color = gamut_xform_Stage0(color); + color.x = dst_tf_Stage0(color.x); + color.y = dst_tf_Stage0(color.y); + color.z = dst_tf_Stage0(color.z); + color.xyz *= color.w; + return color; +} +void main() { + vec4 color = inColor; + color = color.zyxw; + color = color_xform_Stage0(color); + color = vec4(color.xyz * color.w, color.w); + vcolor_Stage0 = color; + vec2 pos2 = position; + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inLocalCoord, 1.0)).xy; + vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(inLocalCoord, 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); +} + |