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Diffstat (limited to 'shaders/skia/1504.shader_test')
-rw-r--r-- | shaders/skia/1504.shader_test | 229 |
1 files changed, 229 insertions, 0 deletions
diff --git a/shaders/skia/1504.shader_test b/shaders/skia/1504.shader_test new file mode 100644 index 0000000..832513e --- /dev/null +++ b/shaders/skia/1504.shader_test @@ -0,0 +1,229 @@ +[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); +} + |