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[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 vec2 ubaseFrequency_Stage1_c0_c0_c0_c0;
uniform vec2 uDstTextureUpperLeft_Stage2;
uniform vec2 uDstTextureCoordScale_Stage2;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_1_Stage1;
uniform sampler2D uDstTextureSampler_Stage2;
noperspective in vec2 vEllipseOffsets_Stage0;
noperspective in vec4 vEllipseRadii_Stage0;
noperspective in vec4 vinColor_Stage0;
noperspective in vec2 vTransformedCoords_0_Stage0;
float perlinnoise_Stage1_c0_c0_c0_c0(float chanCoord, vec2 noiseVec) {
    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);
    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_c0_c0(vec4 _input) {
    vec4 _output;
    vec2 noiseVec = floor(vTransformedCoords_0_Stage0) * ubaseFrequency_Stage1_c0_c0_c0_c0;
    _output = vec4(0.0);
    float ratio = 1.0;
    for (int octave = 0;octave < 9; ++octave) {
        _output += abs(vec4(perlinnoise_Stage1_c0_c0_c0_c0(0.125, noiseVec), perlinnoise_Stage1_c0_c0_c0_c0(0.375, noiseVec), perlinnoise_Stage1_c0_c0_c0_c0(0.625, noiseVec), perlinnoise_Stage1_c0_c0_c0_c0(0.875, noiseVec))) * ratio;
        noiseVec *= vec2(2.0);
        ratio *= 0.5;
    }
    _output = clamp(_output, 0.0, 1.0);
    _output = vec4(_output.xyz * _output.www, _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);
}
vec4 ComposeOne_Stage1_c0_c0(vec4 _input) {
    vec4 _output;
    _output = blend_dst_in(_input, PerlinNoise_Stage1_c0_c0_c0_c0(vec4(1.0)));
    return _output;
}
vec4 blend_src(vec4 src, vec4 dst) {
    return src;
}
void main() {
    vec4 outputCoverage_Stage0;
    {
        vec2 offset = vEllipseOffsets_Stage0;
        offset *= vEllipseRadii_Stage0.xy;
        float test = dot(offset, offset) - 1.0;
        vec2 grad = (2.0 * offset) * vEllipseRadii_Stage0.xy;
        float grad_dot = 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);
        offset = vEllipseOffsets_Stage0 * vEllipseRadii_Stage0.zw;
        test = dot(offset, offset) - 1.0;
        grad = (2.0 * offset) * vEllipseRadii_Stage0.zw;
        grad_dot = dot(grad, grad);
        invlen = inversesqrt(grad_dot);
        edgeAlpha *= clamp(0.5 + test * invlen, 0.0, 1.0);
        outputCoverage_Stage0 = vec4(edgeAlpha);
    }
    vec4 output_Stage1;
    {
        output_Stage1 = ComposeOne_Stage1_c0_c0(vec4(1.0));
    }
    {
        if (all(lessThanEqual(outputCoverage_Stage0.xyz, vec3(0.0)))) {
            discard;
        }
        vec2 _dstTexCoord = (gl_FragCoord.xy - uDstTextureUpperLeft_Stage2) * uDstTextureCoordScale_Stage2;
        _dstTexCoord.y = 1.0 - _dstTexCoord.y;
        vec4 _dstColor = texture(uDstTextureSampler_Stage2, _dstTexCoord);
        sk_FragColor = blend_src(output_Stage1, _dstColor);
        sk_FragColor = outputCoverage_Stage0 * sk_FragColor + (vec4(1.0) - outputCoverage_Stage0) * _dstColor;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec2 inPosition;
in vec4 inColor;
in vec2 inEllipseOffset;
in vec4 inEllipseRadii;
noperspective out vec2 vEllipseOffsets_Stage0;
noperspective out vec4 vEllipseRadii_Stage0;
noperspective out vec4 vinColor_Stage0;
noperspective out vec2 vTransformedCoords_0_Stage0;
void main() {
    vEllipseOffsets_Stage0 = inEllipseOffset;
    vEllipseRadii_Stage0 = inEllipseRadii;
    vinColor_Stage0 = inColor;
    vec2 pos2 = inPosition;
    vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_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);
}