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-rw-r--r--shaders/skia/1111.shader_test206
1 files changed, 206 insertions, 0 deletions
diff --git a/shaders/skia/1111.shader_test b/shaders/skia/1111.shader_test
new file mode 100644
index 0000000..3e8c3fd
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+++ b/shaders/skia/1111.shader_test
@@ -0,0 +1,206 @@
+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+uniform vec2 uImageIncrement_Stage1;
+uniform vec2 uBounds_Stage1;
+uniform vec4 uKernel_Stage1[4];
+uniform float uPixelSize_Stage3;
+uniform vec2 uRange_Stage3;
+uniform vec2 ubaseFrequency_Stage4;
+uniform float uz_Stage4;
+uniform sampler2D uTextureSampler_0_Stage1;
+uniform sampler2D uTextureSampler_0_Stage3;
+uniform sampler2D uTextureSampler_0_Stage4;
+uniform sampler2D uTextureSampler_1_Stage4;
+noperspective in vec4 vQuadEdge_Stage0;
+noperspective in vec4 vinColor_Stage0;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+noperspective in vec2 vTransformedCoords_1_Stage0;
+noperspective in vec2 vTransformedCoords_2_Stage0;
+vec4 Big_Ole_Key_Stage2_c0_c0(vec4 _input, vec2 _coords) {
+ vec4 _output;
+ _output = _input;
+ return _output;
+}
+vec3 fade_Stage4(vec3 t) {
+ return ((t * t) * t) * (t * (t * 6.0 - 15.0) + 10.0);
+}
+float perm_Stage4(float x) {
+ return texture(uTextureSampler_0_Stage4, vec2(fract(x / 256.0), 0.0)).x * 255.0;
+}
+float grad_Stage4(float x, vec3 p) {
+ return dot(texture(uTextureSampler_1_Stage4, vec2(fract(x / 16.0), 0.0)).xyz * 255.0 - vec3(1.0), p);
+}
+float lerp_Stage4(float a, float b, float w) {
+ return a + w * (b - a);
+}
+float noise_Stage4(vec3 p) {
+ vec3 P = mod(floor(p), 256.0);
+ p -= floor(p);
+ vec3 f = fade_Stage4(p);
+ float A = perm_Stage4(P.x) + P.y;
+ float AA = perm_Stage4(A) + P.z;
+ float AB = perm_Stage4(A + 1.0) + P.z;
+ float B = perm_Stage4(P.x + 1.0) + P.y;
+ float BA = perm_Stage4(B) + P.z;
+ float BB = perm_Stage4(B + 1.0) + P.z;
+ float result = lerp_Stage4(lerp_Stage4(lerp_Stage4(grad_Stage4(perm_Stage4(AA), p), grad_Stage4(perm_Stage4(BA), p + vec3(-1.0, 0.0, 0.0)), f.x), lerp_Stage4(grad_Stage4(perm_Stage4(AB), p + vec3(0.0, -1.0, 0.0)), grad_Stage4(perm_Stage4(BB), p + vec3(-1.0, -1.0, 0.0)), f.x), f.y), lerp_Stage4(lerp_Stage4(grad_Stage4(perm_Stage4(AA + 1.0), p + vec3(0.0, 0.0, -1.0)), grad_Stage4(perm_Stage4(BA + 1.0), p + vec3(-1.0, 0.0, -1.0)), f.x), lerp_Stage4(grad_Stage4(perm_Stage4(AB + 1.0), p + vec3(0.0, -1.0, -1.0)), grad_Stage4(perm_Stage4(BB + 1.0), p + vec3(-1.0, -1.0, -1.0)), f.x), f.y), f.z);
+ return result;
+}
+float noiseOctaves_Stage4(vec3 p) {
+ float result = 0.0;
+ float ratio = 1.0;
+ for (float i = 0.0;i < 6.0; i++) {
+ result += noise_Stage4(p) / ratio;
+ p *= 2.0;
+ ratio *= 2.0;
+ }
+ return (result + 1.0) / 2.0;
+}
+void main() {
+ vec4 outputColor_Stage0;
+ {
+ outputColor_Stage0 = vinColor_Stage0;
+ float edgeAlpha;
+ vec2 duvdx = dFdx(vQuadEdge_Stage0.xy);
+ vec2 duvdy = dFdy(vQuadEdge_Stage0.xy);
+ if (vQuadEdge_Stage0.z > 0.0 && vQuadEdge_Stage0.w > 0.0) {
+ edgeAlpha = min(min(vQuadEdge_Stage0.z, vQuadEdge_Stage0.w) + 0.5, 1.0);
+ } else {
+ vec2 gF = vec2((2.0 * vQuadEdge_Stage0.x) * duvdx.x - duvdx.y, (2.0 * vQuadEdge_Stage0.x) * duvdy.x - duvdy.y);
+ edgeAlpha = vQuadEdge_Stage0.x * vQuadEdge_Stage0.x - vQuadEdge_Stage0.y;
+ edgeAlpha = clamp(0.5 - edgeAlpha / length(gF), 0.0, 1.0);
+ }
+ }
+ vec4 output_Stage1;
+ {
+ output_Stage1 = vec4(0.0, 0.0, 0.0, 0.0);
+ vec2 coord = vTransformedCoords_0_Stage0 - 6.0 * uImageIncrement_Stage1;
+ vec2 coordSampled = vec2(0.0, 0.0);
+ coordSampled = coord;
+ coordSampled.x = mod(coord.x - uBounds_Stage1.x, uBounds_Stage1.y - uBounds_Stage1.x) + uBounds_Stage1.x;
+ output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[0].x;
+ coord += uImageIncrement_Stage1;
+ coordSampled = coord;
+ coordSampled.x = mod(coord.x - uBounds_Stage1.x, uBounds_Stage1.y - uBounds_Stage1.x) + uBounds_Stage1.x;
+ output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[0].y;
+ coord += uImageIncrement_Stage1;
+ coordSampled = coord;
+ coordSampled.x = mod(coord.x - uBounds_Stage1.x, uBounds_Stage1.y - uBounds_Stage1.x) + uBounds_Stage1.x;
+ output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[0].z;
+ coord += uImageIncrement_Stage1;
+ coordSampled = coord;
+ coordSampled.x = mod(coord.x - uBounds_Stage1.x, uBounds_Stage1.y - uBounds_Stage1.x) + uBounds_Stage1.x;
+ output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[0].w;
+ coord += uImageIncrement_Stage1;
+ coordSampled = coord;
+ coordSampled.x = mod(coord.x - uBounds_Stage1.x, uBounds_Stage1.y - uBounds_Stage1.x) + uBounds_Stage1.x;
+ output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[1].x;
+ coord += uImageIncrement_Stage1;
+ coordSampled = coord;
+ coordSampled.x = mod(coord.x - uBounds_Stage1.x, uBounds_Stage1.y - uBounds_Stage1.x) + uBounds_Stage1.x;
+ output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[1].y;
+ coord += uImageIncrement_Stage1;
+ coordSampled = coord;
+ coordSampled.x = mod(coord.x - uBounds_Stage1.x, uBounds_Stage1.y - uBounds_Stage1.x) + uBounds_Stage1.x;
+ output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[1].z;
+ coord += uImageIncrement_Stage1;
+ coordSampled = coord;
+ coordSampled.x = mod(coord.x - uBounds_Stage1.x, uBounds_Stage1.y - uBounds_Stage1.x) + uBounds_Stage1.x;
+ output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[1].w;
+ coord += uImageIncrement_Stage1;
+ coordSampled = coord;
+ coordSampled.x = mod(coord.x - uBounds_Stage1.x, uBounds_Stage1.y - uBounds_Stage1.x) + uBounds_Stage1.x;
+ output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[2].x;
+ coord += uImageIncrement_Stage1;
+ coordSampled = coord;
+ coordSampled.x = mod(coord.x - uBounds_Stage1.x, uBounds_Stage1.y - uBounds_Stage1.x) + uBounds_Stage1.x;
+ output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[2].y;
+ coord += uImageIncrement_Stage1;
+ coordSampled = coord;
+ coordSampled.x = mod(coord.x - uBounds_Stage1.x, uBounds_Stage1.y - uBounds_Stage1.x) + uBounds_Stage1.x;
+ output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[2].z;
+ coord += uImageIncrement_Stage1;
+ coordSampled = coord;
+ coordSampled.x = mod(coord.x - uBounds_Stage1.x, uBounds_Stage1.y - uBounds_Stage1.x) + uBounds_Stage1.x;
+ output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[2].w;
+ coord += uImageIncrement_Stage1;
+ coordSampled = coord;
+ coordSampled.x = mod(coord.x - uBounds_Stage1.x, uBounds_Stage1.y - uBounds_Stage1.x) + uBounds_Stage1.x;
+ output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[3].x;
+ coord += uImageIncrement_Stage1;
+ output_Stage1 *= outputColor_Stage0;
+ }
+ vec4 output_Stage2;
+ {
+ output_Stage2 = Big_Ole_Key_Stage2_c0_c0(output_Stage1, gl_FragCoord.xy);
+ }
+ vec4 output_Stage3;
+ {
+ output_Stage3 = vec4(1.0, 1.0, 1.0, 1.0);
+ vec2 coord = vTransformedCoords_1_Stage0;
+ coord.x -= uPixelSize_Stage3;
+ for (int i = 0;i < 3; i++) {
+ output_Stage3 = min(output_Stage3, texture(uTextureSampler_0_Stage3, coord));
+ coord.x += uPixelSize_Stage3;
+ }
+ output_Stage3 *= output_Stage2;
+ }
+ vec4 output_Stage4;
+ {
+ vec2 coords = vTransformedCoords_2_Stage0 * ubaseFrequency_Stage4;
+ float r = noiseOctaves_Stage4(vec3(coords, uz_Stage4));
+ float g = noiseOctaves_Stage4(vec3(coords, uz_Stage4));
+ float b = noiseOctaves_Stage4(vec3(coords, uz_Stage4));
+ float a = noiseOctaves_Stage4(vec3(coords, uz_Stage4));
+ output_Stage4 = vec4(r, g, b, a);
+ output_Stage4 = clamp(output_Stage4, 0.0, 1.0);
+ output_Stage4 = vec4(output_Stage4.xyz * output_Stage4.www, output_Stage4.w);
+ }
+ vec4 output_Stage5;
+ {
+ {
+ output_Stage5 = clamp(output_Stage4, 0.0, 1.0);
+ }
+ }
+ vec4 output_Stage6;
+ {
+ {
+ output_Stage6 = clamp(output_Stage5, 0.0, 1.0);
+ }
+ }
+ {
+ sk_FragColor = output_Stage3 * output_Stage6;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+uniform mat3 uCoordTransformMatrix_1_Stage0;
+uniform mat3 uCoordTransformMatrix_2_Stage0;
+in vec2 inPosition;
+in vec4 inColor;
+in vec4 inQuadEdge;
+noperspective out vec4 vQuadEdge_Stage0;
+noperspective out vec4 vinColor_Stage0;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+noperspective out vec2 vTransformedCoords_1_Stage0;
+noperspective out vec2 vTransformedCoords_2_Stage0;
+void main() {
+ vQuadEdge_Stage0 = inQuadEdge;
+ vinColor_Stage0 = inColor;
+ 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;
+ vTransformedCoords_2_Stage0 = (uCoordTransformMatrix_2_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);
+}
+