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authorRob Clark <robdclark@chromium.org>2020-04-09 08:18:24 -0700
committerRob Clark <robdclark@chromium.org>2020-04-09 08:21:42 -0700
commit31b22da39e37e3471497475b0f70cb7911a14f10 (patch)
treead9af436a448f8b04008d69991b1e90416681773 /shaders/skia/271-3.shader_test
parent7d3768722419076cb935399ff580ad0b99dfdb2c (diff)
shaders: add skia shaders
Add shaders extracted from skia's unit tests[1] [1] https://skia.org/dev/testing/testing
Diffstat (limited to 'shaders/skia/271-3.shader_test')
-rw-r--r--shaders/skia/271-3.shader_test157
1 files changed, 157 insertions, 0 deletions
diff --git a/shaders/skia/271-3.shader_test b/shaders/skia/271-3.shader_test
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index 0000000..856d608
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+++ b/shaders/skia/271-3.shader_test
@@ -0,0 +1,157 @@
+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+uniform vec2 ubaseFrequency_Stage1_c0_c0;
+uniform vec4 uleftBorderColor_Stage2_c1_c0;
+uniform vec4 urightBorderColor_Stage2_c1_c0;
+uniform float ubias_Stage2_c1_c0_c0_c0;
+uniform float uscale_Stage2_c1_c0_c0_c0;
+uniform vec4 uscale01_Stage2_c1_c0_c1_c0;
+uniform vec4 ubias01_Stage2_c1_c0_c1_c0;
+uniform vec4 uscale23_Stage2_c1_c0_c1_c0;
+uniform vec4 ubias23_Stage2_c1_c0_c1_c0;
+uniform float uthreshold_Stage2_c1_c0_c1_c0;
+uniform sampler2D uTextureSampler_0_Stage1;
+uniform sampler2D uTextureSampler_1_Stage1;
+noperspective in vec4 vcolor_Stage0;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+noperspective in vec2 vTransformedCoords_1_Stage0;
+noperspective in float vinCoverage_Stage0;
+float perlinnoise_Stage1_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(vec4 _input) {
+ vec4 _output;
+ vec2 noiseVec = floor(vTransformedCoords_0_Stage0) * ubaseFrequency_Stage1_c0_c0;
+ _output = vec4(0.0);
+ float ratio = 1.0;
+ for (int octave = 0;octave < 6; ++octave) {
+ _output += vec4(perlinnoise_Stage1_c0_c0(0.125, noiseVec), perlinnoise_Stage1_c0_c0(0.375, noiseVec), perlinnoise_Stage1_c0_c0(0.625, noiseVec), perlinnoise_Stage1_c0_c0(0.875, noiseVec)) * ratio;
+ noiseVec *= vec2(2.0);
+ ratio *= 0.5;
+ }
+ _output = _output * vec4(0.5) + vec4(0.5);
+ _output = clamp(_output, 0.0, 1.0);
+ _output = vec4(_output.xyz * _output.www, _output.w);
+ return _output;
+}
+vec4 SweepGradientLayout_Stage2_c1_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ float angle;
+ {
+ angle = atan(-vTransformedCoords_1_Stage0.y, -vTransformedCoords_1_Stage0.x);
+ }
+ float t = ((angle * 0.15915493667125702 + 0.5) + ubias_Stage2_c1_c0_c0_c0) * uscale_Stage2_c1_c0_c0_c0;
+ _output = vec4(t, 1.0, 0.0, 0.0);
+ return _output;
+}
+vec4 DualIntervalGradientColorizer_Stage2_c1_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ float t = _input.x;
+ vec4 scale, bias;
+ if (t < uthreshold_Stage2_c1_c0_c1_c0) {
+ scale = uscale01_Stage2_c1_c0_c1_c0;
+ bias = ubias01_Stage2_c1_c0_c1_c0;
+ } else {
+ scale = uscale23_Stage2_c1_c0_c1_c0;
+ bias = ubias23_Stage2_c1_c0_c1_c0;
+ }
+ _output = t * scale + bias;
+ return _output;
+}
+vec4 ClampedGradientEffect_Stage2_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec4 t = SweepGradientLayout_Stage2_c1_c0_c0_c0(vec4(1.0));
+ if (t.x < 0.0) {
+ _output = uleftBorderColor_Stage2_c1_c0;
+ } else if (t.x > 1.0) {
+ _output = urightBorderColor_Stage2_c1_c0;
+ } else {
+ _output = DualIntervalGradientColorizer_Stage2_c1_c0_c1_c0(t);
+ }
+ {
+ _output.xyz *= _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 = vcolor_Stage0;
+ float alpha = 1.0;
+ alpha = vinCoverage_Stage0;
+ outputCoverage_Stage0 = vec4(alpha);
+ }
+ vec4 output_Stage1;
+ {
+ output_Stage1 = blend_dst_in(outputColor_Stage0, PerlinNoise_Stage1_c0_c0(vec4(1.0)));
+ }
+ vec4 output_Stage2;
+ {
+ output_Stage2 = blend_dst_in(outputCoverage_Stage0, ClampedGradientEffect_Stage2_c1_c0(vec4(1.0)));
+ }
+ {
+ sk_FragColor = (vec4(1.0) - output_Stage1) * output_Stage2;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+uniform mat3 uCoordTransformMatrix_1_Stage0;
+in vec2 inPosition;
+in vec4 inColor;
+in float inCoverage;
+noperspective out vec4 vcolor_Stage0;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+noperspective out vec2 vTransformedCoords_1_Stage0;
+noperspective out float vinCoverage_Stage0;
+void main() {
+ vec4 color = inColor;
+ vcolor_Stage0 = color;
+ 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;
+ vinCoverage_Stage0 = inCoverage;
+ 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);
+}
+