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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 vec4 uColor_Stage0;
uniform float uinnerThreshold_Stage1;
uniform float uouterThreshold_Stage1;
uniform vec4 uinnerRect_Stage2;
uniform vec2 uradiusPlusHalf_Stage2;
uniform vec2 ubaseFrequency_Stage3_c0_c0;
uniform vec2 ustitchData_Stage3_c0_c0;
uniform vec4 urectUniform_Stage4;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_0_Stage3;
uniform sampler2D uTextureSampler_1_Stage3;
noperspective in vec3 vDashParams_Stage0;
noperspective in vec4 vRectParams_Stage0;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
float perlinnoise_Stage3_c0_c0(float chanCoord, vec2 noiseVec, vec2 stitchData) {
    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);
    if (floorVal.x >= stitchData.x) {
        floorVal.x -= stitchData.x;
    }
    if (floorVal.y >= stitchData.y) {
        floorVal.y -= stitchData.y;
    }
    if (floorVal.z >= stitchData.x) {
        floorVal.z -= stitchData.x;
    }
    if (floorVal.w >= stitchData.y) {
        floorVal.w -= stitchData.y;
    }
    floorVal = fract(floor(mod(floorVal, 256.0)) / vec4(256.0));
    vec2 latticeIdx;
    latticeIdx.x = texture(uTextureSampler_0_Stage3, vec2(floorVal.x, 0.5)).x;
    latticeIdx.y = texture(uTextureSampler_0_Stage3, vec2(floorVal.z, 0.5)).x;
    vec4 bcoords = fract(latticeIdx.xyxy + floorVal.yyww);
    vec2 uv;
    vec4 lattice = texture(uTextureSampler_1_Stage3, 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_Stage3, 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_Stage3, 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_Stage3, 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_Stage3_c0_c0(vec4 _input) {
    vec4 _output;
    vec2 noiseVec = floor(vTransformedCoords_1_Stage0) * ubaseFrequency_Stage3_c0_c0;
    _output = vec4(0.0);
    vec2 stitchData = ustitchData_Stage3_c0_c0;
    float ratio = 1.0;
    for (int octave = 0;octave < 3; ++octave) {
        _output += abs(vec4(perlinnoise_Stage3_c0_c0(0.125, noiseVec, stitchData), perlinnoise_Stage3_c0_c0(0.375, noiseVec, stitchData), perlinnoise_Stage3_c0_c0(0.625, noiseVec, stitchData), perlinnoise_Stage3_c0_c0(0.875, noiseVec, stitchData))) * ratio;
        noiseVec *= vec2(2.0);
        ratio *= 0.5;
        stitchData *= vec2(2.0);
    }
    _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);
}
void main() {
    vec4 outputColor_Stage0;
    vec4 outputCoverage_Stage0;
    {
        outputColor_Stage0 = uColor_Stage0;
        float xShifted = vDashParams_Stage0.x - floor(vDashParams_Stage0.x / vDashParams_Stage0.z) * vDashParams_Stage0.z;
        vec2 fragPosShifted = vec2(xShifted, vDashParams_Stage0.y);
        float xSub, ySub;
        xSub = min(fragPosShifted.x - vRectParams_Stage0.x, 0.0);
        xSub += min(vRectParams_Stage0.z - fragPosShifted.x, 0.0);
        ySub = min(fragPosShifted.y - vRectParams_Stage0.y, 0.0);
        ySub += min(vRectParams_Stage0.w - fragPosShifted.y, 0.0);
        float alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));
        outputCoverage_Stage0 = vec4(alpha);
    }
    vec4 output_Stage1;
    {
        vec4 color = outputCoverage_Stage0;
        vec4 mask_color = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0);
        if (mask_color.w < 0.5) {
            if (color.w > uouterThreshold_Stage1) {
                float scale = uouterThreshold_Stage1 / color.w;
                color.xyz *= scale;
                color.w = uouterThreshold_Stage1;
            }
        } else if (color.w < uinnerThreshold_Stage1) {
            float scale = uinnerThreshold_Stage1 / max(0.0010000000474974513, color.w);
            color.xyz *= scale;
            color.w = uinnerThreshold_Stage1;
        }
        output_Stage1 = color;
    }
    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);
        float alpha = clamp(uradiusPlusHalf_Stage2.x - length(dxy), 0.0, 1.0);
        output_Stage2 = output_Stage1 * alpha;
    }
    vec4 output_Stage3;
    {
        output_Stage3 = blend_dst_in(output_Stage2, PerlinNoise_Stage3_c0_c0(vec4(1.0)));
    }
    vec4 output_Stage4;
    {
        float alpha;
        {
            alpha = float(all(greaterThan(vec4(gl_FragCoord.xy, urectUniform_Stage4.zw), vec4(urectUniform_Stage4.xy, gl_FragCoord.xy))) ? 1 : 0);
        }
        {
            alpha = 1.0 - alpha;
        }
        output_Stage4 = output_Stage3 * alpha;
    }
    {
        sk_FragColor = outputColor_Stage0 * output_Stage4;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
in vec2 inPosition;
in vec3 inDashParams;
in vec4 inRect;
noperspective out vec3 vDashParams_Stage0;
noperspective out vec4 vRectParams_Stage0;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_Stage0;
void main() {
    vDashParams_Stage0 = inDashParams;
    vRectParams_Stage0 = inRect;
    vec2 pos2 = inPosition;
    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);
}