diff options
Diffstat (limited to 'shaders/skia/928.shader_test')
-rw-r--r-- | shaders/skia/928.shader_test | 165 |
1 files changed, 165 insertions, 0 deletions
diff --git a/shaders/skia/928.shader_test b/shaders/skia/928.shader_test new file mode 100644 index 0000000..f57221f --- /dev/null +++ b/shaders/skia/928.shader_test @@ -0,0 +1,165 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform float uSrcTF_Stage0[7]; +uniform mat3 uColorXform_Stage0; +uniform float uDstTF_Stage0[7]; +uniform vec2 uScale_Stage1_c0_c0; +uniform vec4 uTexDom_Stage1_c0_c0; +uniform vec3 uDecalParams_Stage1_c0_c0; +uniform sampler2D uTextureSampler_0_Stage0; +uniform sampler2D uTextureSampler_0_Stage1; +uniform sampler2D uTextureSampler_1_Stage1; +uniform sampler2D uTextureSampler_2_Stage1; +noperspective in vec2 vTransformedCoords_0_Stage0; +noperspective in vec2 vTransformedCoords_1_Stage0; +noperspective in vec2 vtextureCoords_Stage0; +flat in vec4 vtextureDomain_Stage0; +flat in vec4 vcolor_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; +} +vec4 DisplacementMap_Stage1_c0_c0(vec4 _input) { + vec4 _output; + vec4 dColor = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0); + dColor.xyz = dColor.w < 9.9999999747524271e-07 ? vec3(0.0) : clamp(dColor.xyz / dColor.w, 0.0, 1.0); + vec2 cCoords = vTransformedCoords_1_Stage0 + uScale_Stage1_c0_c0 * (dColor.zz - vec2(0.5)); + { + vec2 origCoord = cCoords; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0.xy, uTexDom_Stage1_c0_c0.zw); + vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0.y); + if (err > uDecalParams_Stage1_c0_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0.z < 1.0) { + err = 0.0; + } + _output = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + return _output; +} +vec4 ColorTableEffect_Stage1_c1_c0_c0_c0(vec4 _input) { + vec4 _output; + float nonZeroAlpha = max(_input.w, 9.9999997473787516e-05); + vec4 coord = vec4(_input.xyz / nonZeroAlpha, nonZeroAlpha); + coord = coord * 0.9960939884185791 + vec4(0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579); + _output.w = texture(uTextureSampler_2_Stage1, vec2(coord.w, 0.125)).w; + _output.x = texture(uTextureSampler_2_Stage1, vec2(coord.x, 0.375)).w; + _output.y = texture(uTextureSampler_2_Stage1, vec2(coord.y, 0.625)).w; + _output.z = texture(uTextureSampler_2_Stage1, vec2(coord.z, 0.875)).w; + _output.xyz *= _output.w; + return _output; +} +vec4 ClampFragmentProcessor_Stage1_c1_c0_c1_c0(vec4 _input) { + vec4 _output; + { + float alpha = clamp(_input.w, 0.0, 1.0); + _output = vec4(clamp(_input.xyz, 0.0, alpha), alpha); + } + return _output; +} +vec4 blend_dst_atop(vec4 src, vec4 dst) { + return (1.0 - dst.w) * src + src.w * dst; +} +vec4 ComposeTwo_Stage1_c1_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_dst_atop(ColorTableEffect_Stage1_c1_c0_c0_c0(inputColor), ClampFragmentProcessor_Stage1_c1_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 blend_dst_over(vec4 src, vec4 dst) { + return (1.0 - dst.w) * src + dst; +} +void main() { + vec4 outputColor_Stage0; + { + vec2 textureCoords; + textureCoords = vtextureCoords_Stage0; + vec4 textureDomain; + textureDomain = vtextureDomain_Stage0; + outputColor_Stage0 = vcolor_Stage0; + outputColor_Stage0 = color_xform_Stage0(texture(uTextureSampler_0_Stage0, clamp(textureCoords, textureDomain.xy, textureDomain.zw))) * outputColor_Stage0; + } + vec4 output_Stage1; + { + vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0); + output_Stage1 = blend_dst_over(DisplacementMap_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 uCoordTransformMatrix_0_Stage0; +uniform mat3 uCoordTransformMatrix_1_Stage0; +in vec2 position; +in vec2 textureCoords; +in vec4 textureDomain; +in vec4 color; +noperspective out vec2 vTransformedCoords_0_Stage0; +noperspective out vec2 vTransformedCoords_1_Stage0; +noperspective out vec2 vtextureCoords_Stage0; +flat out vec4 vtextureDomain_Stage0; +flat out vec4 vcolor_Stage0; +void main() { + vec2 pos2 = position; + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(textureCoords, 1.0)).xy; + vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(textureCoords, 1.0)).xy; + vtextureCoords_Stage0 = textureCoords; + vtextureDomain_Stage0 = textureDomain; + vcolor_Stage0 = color; + 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); +} + |