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-rw-r--r--shaders/skia/1504.shader_test229
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diff --git a/shaders/skia/1504.shader_test b/shaders/skia/1504.shader_test
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+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+#extension GL_KHR_blend_equation_advanced : require
+out vec4 sk_FragColor;
+layout (blend_support_all_equations) out ;
+uniform vec4 uleftBorderColor_Stage3_c0_c0;
+uniform vec4 urightBorderColor_Stage3_c0_c0;
+uniform float ubias_Stage3_c0_c0_c0_c0;
+uniform float uscale_Stage3_c0_c0_c0_c0;
+uniform vec4 uscale0_1_Stage3_c0_c0_c1_c0;
+uniform vec4 uscale2_3_Stage3_c0_c0_c1_c0;
+uniform vec4 uscale4_5_Stage3_c0_c0_c1_c0;
+uniform vec4 uscale6_7_Stage3_c0_c0_c1_c0;
+uniform vec4 ubias0_1_Stage3_c0_c0_c1_c0;
+uniform vec4 ubias2_3_Stage3_c0_c0_c1_c0;
+uniform vec4 ubias4_5_Stage3_c0_c0_c1_c0;
+uniform vec4 ubias6_7_Stage3_c0_c0_c1_c0;
+uniform vec4 uthresholds1_7_Stage3_c0_c0_c1_c0;
+uniform vec4 uthresholds9_13_Stage3_c0_c0_c1_c0;
+uniform vec2 ubaseFrequency_Stage4_c1_c0;
+uniform float uinnerThreshold_Stage5;
+uniform float uouterThreshold_Stage5;
+uniform float uPixelSize_Stage6;
+uniform vec2 uRange_Stage6;
+uniform sampler2D uTextureSampler_0_Stage4;
+uniform sampler2D uTextureSampler_1_Stage4;
+uniform sampler2D uTextureSampler_0_Stage5;
+uniform sampler2D uTextureSampler_0_Stage6;
+noperspective in vec4 vcolor_Stage0;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+noperspective in vec2 vTransformedCoords_1_Stage0;
+noperspective in vec2 vTransformedCoords_2_Stage0;
+noperspective in vec2 vTransformedCoords_3_Stage0;
+noperspective in float vinCoverage_Stage0;
+vec4 SweepGradientLayout_Stage3_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ float angle;
+ {
+ angle = atan(-vTransformedCoords_0_Stage0.y, -vTransformedCoords_0_Stage0.x);
+ }
+ float t = ((angle * 0.15915493667125702 + 0.5) + ubias_Stage3_c0_c0_c0_c0) * uscale_Stage3_c0_c0_c0_c0;
+ _output = vec4(t, 1.0, 0.0, 0.0);
+ return _output;
+}
+vec4 UnrolledBinaryGradientColorizer_Stage3_c0_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ float t = _input.x;
+ vec4 scale, bias;
+ {
+ if (t < uthresholds1_7_Stage3_c0_c0_c1_c0.y) {
+ if (t < uthresholds1_7_Stage3_c0_c0_c1_c0.x) {
+ scale = uscale0_1_Stage3_c0_c0_c1_c0;
+ bias = ubias0_1_Stage3_c0_c0_c1_c0;
+ } else {
+ scale = uscale2_3_Stage3_c0_c0_c1_c0;
+ bias = ubias2_3_Stage3_c0_c0_c1_c0;
+ }
+ } else {
+ if (t < uthresholds1_7_Stage3_c0_c0_c1_c0.z) {
+ scale = uscale4_5_Stage3_c0_c0_c1_c0;
+ bias = ubias4_5_Stage3_c0_c0_c1_c0;
+ } else {
+ scale = uscale6_7_Stage3_c0_c0_c1_c0;
+ bias = ubias6_7_Stage3_c0_c0_c1_c0;
+ }
+ }
+ }
+ _output = t * scale + bias;
+ return _output;
+}
+vec4 ClampedGradientEffect_Stage3_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 t = SweepGradientLayout_Stage3_c0_c0_c0_c0(vec4(1.0));
+ if (t.x < 0.0) {
+ _output = uleftBorderColor_Stage3_c0_c0;
+ } else if (t.x > 1.0) {
+ _output = urightBorderColor_Stage3_c0_c0;
+ } else {
+ _output = UnrolledBinaryGradientColorizer_Stage3_c0_c0_c1_c0(t);
+ }
+ {
+ _output.xyz *= _output.w;
+ }
+ return _output;
+}
+float perlinnoise_Stage4_c1_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_Stage4, vec2(floorVal.x, 0.5)).x;
+ latticeIdx.y = texture(uTextureSampler_0_Stage4, vec2(floorVal.z, 0.5)).x;
+ vec4 bcoords = fract(latticeIdx.xyxy + floorVal.yyww);
+ vec2 uv;
+ vec4 lattice = texture(uTextureSampler_1_Stage4, 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_Stage4, 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_Stage4, 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_Stage4, 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_Stage4_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec2 noiseVec = floor(vTransformedCoords_1_Stage0) * ubaseFrequency_Stage4_c1_c0;
+ _output = vec4(0.0);
+ float ratio = 1.0;
+ for (int octave = 0;octave < 8; ++octave) {
+ _output += vec4(perlinnoise_Stage4_c1_c0(0.125, noiseVec), perlinnoise_Stage4_c1_c0(0.375, noiseVec), perlinnoise_Stage4_c1_c0(0.625, noiseVec), perlinnoise_Stage4_c1_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 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 = outputColor_Stage0;
+ }
+ vec4 output_Stage2;
+ {
+ {
+ float alpha = clamp(outputCoverage_Stage0.w, 0.0, 1.0);
+ output_Stage2 = vec4(clamp(outputCoverage_Stage0.xyz, 0.0, alpha), alpha);
+ }
+ }
+ vec4 output_Stage3;
+ {
+ output_Stage3 = blend_dst_in(output_Stage2, ClampedGradientEffect_Stage3_c0_c0(vec4(1.0)));
+ }
+ vec4 output_Stage4;
+ {
+ output_Stage4 = blend_dst_in(output_Stage3, PerlinNoise_Stage4_c1_c0(vec4(1.0)));
+ }
+ vec4 output_Stage5;
+ {
+ vec4 color = output_Stage4;
+ vec4 mask_color = texture(uTextureSampler_0_Stage5, vTransformedCoords_2_Stage0);
+ if (mask_color.w < 0.5) {
+ if (color.w > uouterThreshold_Stage5) {
+ float scale = uouterThreshold_Stage5 / color.w;
+ color.xyz *= scale;
+ color.w = uouterThreshold_Stage5;
+ }
+ } else if (color.w < uinnerThreshold_Stage5) {
+ float scale = uinnerThreshold_Stage5 / max(0.0010000000474974513, color.w);
+ color.xyz *= scale;
+ color.w = uinnerThreshold_Stage5;
+ }
+ output_Stage5 = color;
+ }
+ vec4 output_Stage6;
+ {
+ output_Stage6 = vec4(1.0, 1.0, 1.0, 1.0);
+ vec2 coord = vTransformedCoords_3_Stage0;
+ coord.y -= 10.0 * uPixelSize_Stage6;
+ for (int i = 0;i < 21; i++) {
+ output_Stage6 = min(output_Stage6, texture(uTextureSampler_0_Stage6, coord));
+ coord.y += uPixelSize_Stage6;
+ }
+ output_Stage6 *= output_Stage5;
+ }
+ {
+ sk_FragColor = output_Stage6 * output_Stage1;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+uniform mat3 uCoordTransformMatrix_1_Stage0;
+uniform mat3 uCoordTransformMatrix_2_Stage0;
+uniform mat3 uCoordTransformMatrix_3_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 vec2 vTransformedCoords_2_Stage0;
+noperspective out vec2 vTransformedCoords_3_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;
+ vTransformedCoords_2_Stage0 = (uCoordTransformMatrix_2_Stage0 * vec3(inPosition, 1.0)).xy;
+ vTransformedCoords_3_Stage0 = (uCoordTransformMatrix_3_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);
+}
+