diff options
Diffstat (limited to 'shaders/skia/1114.shader_test')
-rw-r--r-- | shaders/skia/1114.shader_test | 627 |
1 files changed, 627 insertions, 0 deletions
diff --git a/shaders/skia/1114.shader_test b/shaders/skia/1114.shader_test new file mode 100644 index 0000000..320ffed --- /dev/null +++ b/shaders/skia/1114.shader_test @@ -0,0 +1,627 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform vec2 uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0; +uniform float uSurfaceScale_Stage1_c0_c0_c0_c0_c1_c0; +uniform vec3 uLightColor_Stage1_c0_c0_c0_c0_c1_c0; +uniform float uKD_Stage1_c0_c0_c0_c0_c1_c0; +uniform vec4 uTexDom_Stage1_c0_c0_c0_c0_c1_c0; +uniform vec3 uDecalParams_Stage1_c0_c0_c0_c0_c1_c0; +uniform vec3 uLightDirection_Stage1_c0_c0_c0_c0_c1_c0; +uniform vec4 ucolor_Stage1_c0_c0_c1_c0_c0_c0; +uniform vec2 ubaseFrequency_Stage1_c0_c0_c1_c0_c1_c0; +uniform float uz_Stage1_c0_c0_c1_c0_c1_c0; +uniform vec4 ucolor_Stage1_c1_c0_c0_c0_c0_c0; +uniform vec2 uImageIncrement_Stage1_c1_c0_c0_c0_c1_c0; +uniform float uSurfaceScale_Stage1_c1_c0_c0_c0_c1_c0; +uniform vec3 uLightColor_Stage1_c1_c0_c0_c0_c1_c0; +uniform float uKS_Stage1_c1_c0_c0_c0_c1_c0; +uniform float uShininess_Stage1_c1_c0_c0_c0_c1_c0; +uniform vec4 uTexDom_Stage1_c1_c0_c0_c0_c1_c0; +uniform vec3 uDecalParams_Stage1_c1_c0_c0_c0_c1_c0; +uniform vec3 uLightLocation_Stage1_c1_c0_c0_c0_c1_c0; +uniform float uExponent_Stage1_c1_c0_c0_c0_c1_c0; +uniform float uCosInnerConeAngle_Stage1_c1_c0_c0_c0_c1_c0; +uniform float uCosOuterConeAngle_Stage1_c1_c0_c0_c0_c1_c0; +uniform float uConeScale_Stage1_c1_c0_c0_c0_c1_c0; +uniform vec3 uS_Stage1_c1_c0_c0_c0_c1_c0; +uniform vec4 ucircle_Stage1_c1_c0_c1_c0_c0_c0; +uniform vec4 uinnerRect_Stage1_c1_c0_c1_c0_c1_c0; +uniform vec4 uinvRadiiLTRB_Stage1_c1_c0_c1_c0_c1_c0; +uniform vec2 uDstTextureUpperLeft_Stage2; +uniform vec2 uDstTextureCoordScale_Stage2; +uniform sampler2D uTextureSampler_0_Stage1; +uniform sampler2D uTextureSampler_1_Stage1; +uniform sampler2D uTextureSampler_2_Stage1; +uniform sampler2D uTextureSampler_3_Stage1; +uniform sampler2D uDstTextureSampler_Stage2; +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 ConfigConversionEffect_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + _output = floor(_input * 255.0 + 0.5) / 255.0; + { + _output.xyz = floor((_output.xyz * _output.w) * 255.0 + 0.5) / 255.0; + } + return _output; +} +vec4 light_Stage1_c0_c0_c0_c0_c1_c0(vec3 normal, vec3 surfaceToLight, vec3 lightColor) { + float colorScale = uKD_Stage1_c0_c0_c0_c0_c1_c0 * dot(normal, surfaceToLight); + return vec4(lightColor * clamp(colorScale, 0.0, 1.0), 1.0); +} +float sobel_Stage1_c0_c0_c0_c0_c1_c0(float a, float b, float c, float d, float e, float f, float scale) { + return (((((-a + b) - 2.0 * c) + 2.0 * d) - e) + f) * scale; +} +vec3 pointToNormal_Stage1_c0_c0_c0_c0_c1_c0(float x, float y, float scale) { + return normalize(vec3(-x * scale, -y * scale, 1.0)); +} +vec3 normal_Stage1_c0_c0_c0_c0_c1_c0(float m[9], float surfaceScale) { + return pointToNormal_Stage1_c0_c0_c0_c0_c1_c0(sobel_Stage1_c0_c0_c0_c0_c1_c0(m[0], m[1], m[3], m[4], m[6], m[7], 0.5), sobel_Stage1_c0_c0_c0_c0_c1_c0(m[0], m[6], m[1], m[7], 0.0, 0.0, 0.33333298563957214), surfaceScale); +} +vec4 DiffuseLighting_Stage1_c0_c0_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + vec2 coord = vTransformedCoords_0_Stage0; + float m[9]; + vec4 temp0; + { + vec2 origCoord = coord + vec2(-1.0, 1.0) * uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z < 1.0) { + err = 0.0; + } + temp0 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + m[0] = temp0.w; + vec4 temp1; + { + vec2 origCoord = coord + vec2(0.0, 1.0) * uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z < 1.0) { + err = 0.0; + } + temp1 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + m[1] = temp1.w; + vec4 temp2; + { + vec2 origCoord = coord + uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z < 1.0) { + err = 0.0; + } + temp2 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + m[2] = temp2.w; + vec4 temp3; + { + vec2 origCoord = coord + vec2(-1.0, 0.0) * uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z < 1.0) { + err = 0.0; + } + temp3 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + m[3] = temp3.w; + vec4 temp4; + { + vec2 origCoord = coord; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z < 1.0) { + err = 0.0; + } + temp4 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + m[4] = temp4.w; + vec4 temp5; + { + vec2 origCoord = coord + vec2(1.0, 0.0) * uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z < 1.0) { + err = 0.0; + } + temp5 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + m[5] = temp5.w; + vec4 temp6; + { + vec2 origCoord = coord + vec2(-1.0, -1.0) * uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z < 1.0) { + err = 0.0; + } + temp6 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + m[6] = temp6.w; + vec4 temp7; + { + vec2 origCoord = coord + vec2(0.0, -1.0) * uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z < 1.0) { + err = 0.0; + } + temp7 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + m[7] = temp7.w; + vec4 temp8; + { + vec2 origCoord = coord + vec2(1.0, -1.0) * uImageIncrement_Stage1_c0_c0_c0_c0_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c0_c0_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.y); + if (err > uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c0_c0_c0_c0_c1_c0.z < 1.0) { + err = 0.0; + } + temp8 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + m[8] = temp8.w; + vec3 surfaceToLight = uLightDirection_Stage1_c0_c0_c0_c0_c1_c0; + _output = light_Stage1_c0_c0_c0_c0_c1_c0(normal_Stage1_c0_c0_c0_c0_c1_c0(m, uSurfaceScale_Stage1_c0_c0_c0_c0_c1_c0), surfaceToLight, uLightColor_Stage1_c0_c0_c0_c0_c1_c0); + _output *= _input; + return _output; +} +float _blend_color_luminance(vec3 color) { + return dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), color); +} +vec3 _blend_set_color_luminance(vec3 hueSatColor, float alpha, vec3 lumColor) { + float lum = _blend_color_luminance(lumColor); + vec3 result = (lum - _blend_color_luminance(hueSatColor)) + hueSatColor; + float minComp = min(min(result.x, result.y), result.z); + float maxComp = max(max(result.x, result.y), result.z); + if (minComp < 0.0 && lum != minComp) { + result = lum + ((result - lum) * lum) / (lum - minComp); + } + if (maxComp > alpha && maxComp != lum) { + return lum + ((result - lum) * (alpha - lum)) / (maxComp - lum); + } + return result; +} +vec4 blend_luminosity(vec4 src, vec4 dst) { + float alpha = dst.w * src.w; + vec3 sda = src.xyz * dst.w; + vec3 dsa = dst.xyz * src.w; + return vec4((((_blend_set_color_luminance(dsa, alpha, sda) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha); +} +vec4 ComposeTwo_Stage1_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_luminosity(ConfigConversionEffect_Stage1_c0_c0_c0_c0_c0_c0(inputColor), DiffuseLighting_Stage1_c0_c0_c0_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 ConstColorProcessor_Stage1_c0_c0_c1_c0_c0_c0(vec4 _input) { + vec4 _output; + { + _output = ucolor_Stage1_c0_c0_c1_c0_c0_c0; + } + return _output; +} +vec3 fade_Stage1_c0_c0_c1_c0_c1_c0(vec3 t) { + return ((t * t) * t) * (t * (t * 6.0 - 15.0) + 10.0); +} +float perm_Stage1_c0_c0_c1_c0_c1_c0(float x) { + return texture(uTextureSampler_1_Stage1, vec2(fract(x / 256.0), 0.0)).x * 255.0; +} +float grad_Stage1_c0_c0_c1_c0_c1_c0(float x, vec3 p) { + return dot(texture(uTextureSampler_2_Stage1, vec2(fract(x / 16.0), 0.0)).xyz * 255.0 - vec3(1.0), p); +} +float lerp_Stage1_c0_c0_c1_c0_c1_c0(float a, float b, float w) { + return a + w * (b - a); +} +float noise_Stage1_c0_c0_c1_c0_c1_c0(vec3 p) { + vec3 P = mod(floor(p), 256.0); + p -= floor(p); + vec3 f = fade_Stage1_c0_c0_c1_c0_c1_c0(p); + float A = perm_Stage1_c0_c0_c1_c0_c1_c0(P.x) + P.y; + float AA = perm_Stage1_c0_c0_c1_c0_c1_c0(A) + P.z; + float AB = perm_Stage1_c0_c0_c1_c0_c1_c0(A + 1.0) + P.z; + float B = perm_Stage1_c0_c0_c1_c0_c1_c0(P.x + 1.0) + P.y; + float BA = perm_Stage1_c0_c0_c1_c0_c1_c0(B) + P.z; + float BB = perm_Stage1_c0_c0_c1_c0_c1_c0(B + 1.0) + P.z; + float result = lerp_Stage1_c0_c0_c1_c0_c1_c0(lerp_Stage1_c0_c0_c1_c0_c1_c0(lerp_Stage1_c0_c0_c1_c0_c1_c0(grad_Stage1_c0_c0_c1_c0_c1_c0(perm_Stage1_c0_c0_c1_c0_c1_c0(AA), p), grad_Stage1_c0_c0_c1_c0_c1_c0(perm_Stage1_c0_c0_c1_c0_c1_c0(BA), p + vec3(-1.0, 0.0, 0.0)), f.x), lerp_Stage1_c0_c0_c1_c0_c1_c0(grad_Stage1_c0_c0_c1_c0_c1_c0(perm_Stage1_c0_c0_c1_c0_c1_c0(AB), p + vec3(0.0, -1.0, 0.0)), grad_Stage1_c0_c0_c1_c0_c1_c0(perm_Stage1_c0_c0_c1_c0_c1_c0(BB), p + vec3(-1.0, -1.0, 0.0)), f.x), f.y), lerp_Stage1_c0_c0_c1_c0_c1_c0(lerp_Stage1_c0_c0_c1_c0_c1_c0(grad_Stage1_c0_c0_c1_c0_c1_c0(perm_Stage1_c0_c0_c1_c0_c1_c0(AA + 1.0), p + vec3(0.0, 0.0, -1.0)), grad_Stage1_c0_c0_c1_c0_c1_c0(perm_Stage1_c0_c0_c1_c0_c1_c0(BA + 1.0), p + vec3(-1.0, 0.0, -1.0)), f.x), lerp_Stage1_c0_c0_c1_c0_c1_c0(grad_Stage1_c0_c0_c1_c0_c1_c0(perm_Stage1_c0_c0_c1_c0_c1_c0(AB + 1.0), p + vec3(0.0, -1.0, -1.0)), grad_Stage1_c0_c0_c1_c0_c1_c0(perm_Stage1_c0_c0_c1_c0_c1_c0(BB + 1.0), p + vec3(-1.0, -1.0, -1.0)), f.x), f.y), f.z); + return result; +} +float noiseOctaves_Stage1_c0_c0_c1_c0_c1_c0(vec3 p) { + float result = 0.0; + float ratio = 1.0; + for (float i = 0.0;i < 8.0; i++) { + result += noise_Stage1_c0_c0_c1_c0_c1_c0(p) / ratio; + p *= 2.0; + ratio *= 2.0; + } + return (result + 1.0) / 2.0; +} +vec4 ImprovedPerlinNoise_Stage1_c0_c0_c1_c0_c1_c0(vec4 _input) { + vec4 _output; + vec2 coords = vTransformedCoords_1_Stage0 * ubaseFrequency_Stage1_c0_c0_c1_c0_c1_c0; + float r = noiseOctaves_Stage1_c0_c0_c1_c0_c1_c0(vec3(coords, uz_Stage1_c0_c0_c1_c0_c1_c0)); + float g = noiseOctaves_Stage1_c0_c0_c1_c0_c1_c0(vec3(coords, uz_Stage1_c0_c0_c1_c0_c1_c0)); + float b = noiseOctaves_Stage1_c0_c0_c1_c0_c1_c0(vec3(coords, uz_Stage1_c0_c0_c1_c0_c1_c0)); + float a = noiseOctaves_Stage1_c0_c0_c1_c0_c1_c0(vec3(coords, uz_Stage1_c0_c0_c1_c0_c1_c0)); + _output = vec4(r, g, b, a); + _output = clamp(_output, 0.0, 1.0); + _output = vec4(_output.xyz * _output.www, _output.w); + return _output; +} +float _guarded_divide(float n, float d) { + return n / d; +} +float _soft_light_component(float sc, float sa, float dc, float da) { + if (2.0 * sc <= sa) { + return (_guarded_divide((dc * dc) * (sa - 2.0 * sc), da) + (1.0 - da) * sc) + dc * ((-sa + 2.0 * sc) + 1.0); + } else if (4.0 * dc <= da) { + float DSqd = dc * dc; + float DCub = DSqd * dc; + float DaSqd = da * da; + float DaCub = DaSqd * da; + return _guarded_divide(((DaSqd * (sc - dc * ((3.0 * sa - 6.0 * sc) - 1.0)) + ((12.0 * da) * DSqd) * (sa - 2.0 * sc)) - (16.0 * DCub) * (sa - 2.0 * sc)) - DaCub * sc, DaSqd); + } + return ((dc * ((sa - 2.0 * sc) + 1.0) + sc) - sqrt(da * dc) * (sa - 2.0 * sc)) - da * sc; +} +vec4 blend_soft_light(vec4 src, vec4 dst) { + if (dst.w == 0.0) { + return src; + } + return vec4(_soft_light_component(src.x, src.w, dst.x, dst.w), _soft_light_component(src.y, src.w, dst.y, dst.w), _soft_light_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w); +} +vec4 ComposeTwo_Stage1_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_soft_light(ConstColorProcessor_Stage1_c0_c0_c1_c0_c0_c0(inputColor), ImprovedPerlinNoise_Stage1_c0_c0_c1_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 blend_plus(vec4 src, vec4 dst) { + return min(src + dst, 1.0); +} +vec4 ComposeTwo_Stage1_c0_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_plus(ComposeTwo_Stage1_c0_c0_c0_c0(inputColor), ComposeTwo_Stage1_c0_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 ConstColorProcessor_Stage1_c1_c0_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + { + _output = ucolor_Stage1_c1_c0_c0_c0_c0_c0; + } + return _output; +} +vec4 light_Stage1_c1_c0_c0_c0_c1_c0(vec3 normal, vec3 surfaceToLight, vec3 lightColor) { + vec3 halfDir = normalize(surfaceToLight + vec3(0.0, 0.0, 1.0)); + float colorScale = uKS_Stage1_c1_c0_c0_c0_c1_c0 * pow(dot(normal, halfDir), uShininess_Stage1_c1_c0_c0_c0_c1_c0); + vec3 color = lightColor * clamp(colorScale, 0.0, 1.0); + return vec4(color, max(max(color.x, color.y), color.z)); +} +float sobel_Stage1_c1_c0_c0_c0_c1_c0(float a, float b, float c, float d, float e, float f, float scale) { + return (((((-a + b) - 2.0 * c) + 2.0 * d) - e) + f) * scale; +} +vec3 pointToNormal_Stage1_c1_c0_c0_c0_c1_c0(float x, float y, float scale) { + return normalize(vec3(-x * scale, -y * scale, 1.0)); +} +vec3 normal_Stage1_c1_c0_c0_c0_c1_c0(float m[9], float surfaceScale) { + return pointToNormal_Stage1_c1_c0_c0_c0_c1_c0(sobel_Stage1_c1_c0_c0_c0_c1_c0(m[0], m[2], m[3], m[5], m[6], m[8], 0.25), sobel_Stage1_c1_c0_c0_c0_c1_c0(m[0], m[6], m[1], m[7], m[2], m[8], 0.25), surfaceScale); +} +vec3 lightColor_Stage1_c1_c0_c0_c0_c1_c0(vec3 surfaceToLight) { + float cosAngle = -dot(surfaceToLight, uS_Stage1_c1_c0_c0_c0_c1_c0); + if (cosAngle < uCosOuterConeAngle_Stage1_c1_c0_c0_c0_c1_c0) { + return vec3(0.0); + } + float scale = pow(cosAngle, uExponent_Stage1_c1_c0_c0_c0_c1_c0); + if (cosAngle < uCosInnerConeAngle_Stage1_c1_c0_c0_c0_c1_c0) { + return ((uLightColor_Stage1_c1_c0_c0_c0_c1_c0 * scale) * (cosAngle - uCosOuterConeAngle_Stage1_c1_c0_c0_c0_c1_c0)) * uConeScale_Stage1_c1_c0_c0_c0_c1_c0; + } + return uLightColor_Stage1_c1_c0_c0_c0_c1_c0; +} +vec4 SpecularLighting_Stage1_c1_c0_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + vec2 coord = vTransformedCoords_2_Stage0; + float m[9]; + vec4 temp0; + { + vec2 origCoord = coord + vec2(-1.0, 1.0) * uImageIncrement_Stage1_c1_c0_c0_c0_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c1_c0_c0_c0_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_3_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0_c1_c0.y); + if (err > uDecalParams_Stage1_c1_c0_c0_c0_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c1_c0_c0_c0_c1_c0.z < 1.0) { + err = 0.0; + } + temp0 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + m[0] = temp0.w; + vec4 temp1; + { + vec2 origCoord = coord + vec2(0.0, 1.0) * uImageIncrement_Stage1_c1_c0_c0_c0_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c1_c0_c0_c0_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_3_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0_c1_c0.y); + if (err > uDecalParams_Stage1_c1_c0_c0_c0_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c1_c0_c0_c0_c1_c0.z < 1.0) { + err = 0.0; + } + temp1 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + m[1] = temp1.w; + vec4 temp2; + { + vec2 origCoord = coord + uImageIncrement_Stage1_c1_c0_c0_c0_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c1_c0_c0_c0_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_3_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0_c1_c0.y); + if (err > uDecalParams_Stage1_c1_c0_c0_c0_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c1_c0_c0_c0_c1_c0.z < 1.0) { + err = 0.0; + } + temp2 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + m[2] = temp2.w; + vec4 temp3; + { + vec2 origCoord = coord + vec2(-1.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c1_c0_c0_c0_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_3_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0_c1_c0.y); + if (err > uDecalParams_Stage1_c1_c0_c0_c0_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c1_c0_c0_c0_c1_c0.z < 1.0) { + err = 0.0; + } + temp3 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + m[3] = temp3.w; + vec4 temp4; + { + vec2 origCoord = coord; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c1_c0_c0_c0_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_3_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0_c1_c0.y); + if (err > uDecalParams_Stage1_c1_c0_c0_c0_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c1_c0_c0_c0_c1_c0.z < 1.0) { + err = 0.0; + } + temp4 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + m[4] = temp4.w; + vec4 temp5; + { + vec2 origCoord = coord + vec2(1.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c1_c0_c0_c0_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_3_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0_c1_c0.y); + if (err > uDecalParams_Stage1_c1_c0_c0_c0_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c1_c0_c0_c0_c1_c0.z < 1.0) { + err = 0.0; + } + temp5 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + m[5] = temp5.w; + vec4 temp6; + { + vec2 origCoord = coord + vec2(-1.0, -1.0) * uImageIncrement_Stage1_c1_c0_c0_c0_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c1_c0_c0_c0_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_3_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0_c1_c0.y); + if (err > uDecalParams_Stage1_c1_c0_c0_c0_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c1_c0_c0_c0_c1_c0.z < 1.0) { + err = 0.0; + } + temp6 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + m[6] = temp6.w; + vec4 temp7; + { + vec2 origCoord = coord + vec2(0.0, -1.0) * uImageIncrement_Stage1_c1_c0_c0_c0_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c1_c0_c0_c0_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_3_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0_c1_c0.y); + if (err > uDecalParams_Stage1_c1_c0_c0_c0_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c1_c0_c0_c0_c1_c0.z < 1.0) { + err = 0.0; + } + temp7 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + m[7] = temp7.w; + vec4 temp8; + { + vec2 origCoord = coord + vec2(1.0, -1.0) * uImageIncrement_Stage1_c1_c0_c0_c0_c1_c0; + vec2 clampedCoord; + clampedCoord = clamp(origCoord, uTexDom_Stage1_c1_c0_c0_c0_c1_c0.xy, uTexDom_Stage1_c1_c0_c0_c0_c1_c0.zw); + vec4 textureColor = texture(uTextureSampler_3_Stage1, clampedCoord); + float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c1_c0_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c1_c0_c0_c0_c1_c0.y); + if (err > uDecalParams_Stage1_c1_c0_c0_c0_c1_c0.z) { + err = 1.0; + } else if (uDecalParams_Stage1_c1_c0_c0_c0_c1_c0.z < 1.0) { + err = 0.0; + } + temp8 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err); + } + m[8] = temp8.w; + vec3 surfaceToLight = normalize(uLightLocation_Stage1_c1_c0_c0_c0_c1_c0 - vec3(gl_FragCoord.xy, uSurfaceScale_Stage1_c1_c0_c0_c0_c1_c0 * m[4])); + _output = light_Stage1_c1_c0_c0_c0_c1_c0(normal_Stage1_c1_c0_c0_c0_c1_c0(m, uSurfaceScale_Stage1_c1_c0_c0_c0_c1_c0), surfaceToLight, lightColor_Stage1_c1_c0_c0_c0_c1_c0(surfaceToLight)); + _output *= _input; + return _output; +} +vec4 blend_multiply(vec4 src, vec4 dst) { + return vec4(((1.0 - src.w) * dst.xyz + (1.0 - dst.w) * src.xyz) + src.xyz * dst.xyz, src.w + (1.0 - src.w) * dst.w); +} +vec4 ComposeTwo_Stage1_c1_c0_c0_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_multiply(ConstColorProcessor_Stage1_c1_c0_c0_c0_c0_c0(inputColor), SpecularLighting_Stage1_c1_c0_c0_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 CircleEffect_Stage1_c1_c0_c1_c0_c0_c0(vec4 _input) { + vec4 _output; + float d; + { + d = (length((ucircle_Stage1_c1_c0_c1_c0_c0_c0.xy - gl_FragCoord.xy) * ucircle_Stage1_c1_c0_c1_c0_c0_c0.w) - 1.0) * ucircle_Stage1_c1_c0_c1_c0_c0_c0.z; + } + { + _output = _input * clamp(d, 0.0, 1.0); + } + return _output; +} +vec4 EllipticalRRect_Stage1_c1_c0_c1_c0_c1_c0(vec4 _input) { + vec4 _output; + vec2 dxy0 = uinnerRect_Stage1_c1_c0_c1_c0_c1_c0.xy - gl_FragCoord.xy; + vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage1_c1_c0_c1_c0_c1_c0.zw; + vec2 dxy = max(max(dxy0, dxy1), 0.0); + vec2 Z = max(max(dxy0 * uinvRadiiLTRB_Stage1_c1_c0_c1_c0_c1_c0.xy, dxy1 * uinvRadiiLTRB_Stage1_c1_c0_c1_c0_c1_c0.zw), 0.0); + float implicit = dot(Z, dxy) - 1.0; + float grad_dot = 4.0 * dot(Z, Z); + grad_dot = max(grad_dot, 9.9999997473787516e-05); + float approx_dist = implicit * inversesqrt(grad_dot); + float alpha = clamp(0.5 - approx_dist, 0.0, 1.0); + _output = _input * alpha; + return _output; +} +vec4 blend_src_out(vec4 src, vec4 dst) { + return (1.0 - dst.w) * src; +} +vec4 ComposeTwo_Stage1_c1_c0_c1_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_src_out(CircleEffect_Stage1_c1_c0_c1_c0_c0_c0(inputColor), EllipticalRRect_Stage1_c1_c0_c1_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 blend_xor(vec4 src, vec4 dst) { + return (1.0 - dst.w) * src + (1.0 - src.w) * dst; +} +vec4 ComposeTwo_Stage1_c1_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_xor(ComposeTwo_Stage1_c1_c0_c0_c0(inputColor), ComposeTwo_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; + vec4 outputCoverage_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); + } + outputCoverage_Stage0 = vec4(edgeAlpha); + } + vec4 output_Stage1; + { + vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0); + output_Stage1 = blend_dst_over(ComposeTwo_Stage1_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0(inputColor)); + output_Stage1 *= outputColor_Stage0.w; + } + { + if (all(lessThanEqual(outputCoverage_Stage0.xyz, vec3(0.0)))) { + discard; + } + vec2 _dstTexCoord = (gl_FragCoord.xy - uDstTextureUpperLeft_Stage2) * uDstTextureCoordScale_Stage2; + vec4 _dstColor = texture(uDstTextureSampler_Stage2, _dstTexCoord); + sk_FragColor = blend_src_out(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; +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); +} + |