diff options
Diffstat (limited to 'shaders/skia/160-3.shader_test')
-rw-r--r-- | shaders/skia/160-3.shader_test | 156 |
1 files changed, 156 insertions, 0 deletions
diff --git a/shaders/skia/160-3.shader_test b/shaders/skia/160-3.shader_test new file mode 100644 index 0000000..456424b --- /dev/null +++ b/shaders/skia/160-3.shader_test @@ -0,0 +1,156 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +#extension GL_ARB_fragment_coord_conventions : require +layout(origin_upper_left) in vec4 gl_FragCoord; +out vec4 sk_FragColor; +uniform vec2 uImageIncrement_Stage1; +uniform float uSurfaceScale_Stage1; +uniform vec3 uLightColor_Stage1; +uniform float uKS_Stage1; +uniform float uShininess_Stage1; +uniform vec3 uLightLocation_Stage1; +uniform float uExponent_Stage1; +uniform float uCosInnerConeAngle_Stage1; +uniform float uCosOuterConeAngle_Stage1; +uniform float uConeScale_Stage1; +uniform vec3 uS_Stage1; +uniform sampler2D uTextureSampler_0_Stage1; +noperspective in vec2 vTransformedCoords_0_Stage0; +vec4 light_Stage1(vec3 normal, vec3 surfaceToLight, vec3 lightColor) { + vec3 halfDir = normalize(surfaceToLight + vec3(0.0, 0.0, 1.0)); + float colorScale = uKS_Stage1 * pow(dot(normal, halfDir), uShininess_Stage1); + vec3 color = lightColor * clamp(colorScale, 0.0, 1.0); + return vec4(color, max(max(color.x, color.y), color.z)); +} +float sobel_Stage1(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(float x, float y, float scale) { + return normalize(vec3(-x * scale, -y * scale, 1.0)); +} +vec3 normal_Stage1(float m[9], float surfaceScale) { + return pointToNormal_Stage1(sobel_Stage1(m[1], m[2], m[4], m[5], 0.0, 0.0, 0.66666698455810547), sobel_Stage1(0.0, 0.0, m[1], m[4], m[2], m[5], 0.66666698455810547), surfaceScale); +} +vec3 lightColor_Stage1(vec3 surfaceToLight) { + float cosAngle = -dot(surfaceToLight, uS_Stage1); + if (cosAngle < uCosOuterConeAngle_Stage1) { + return vec3(0.0); + } + float scale = pow(cosAngle, uExponent_Stage1); + if (cosAngle < uCosInnerConeAngle_Stage1) { + return ((uLightColor_Stage1 * scale) * (cosAngle - uCosOuterConeAngle_Stage1)) * uConeScale_Stage1; + } + return uLightColor_Stage1; +} +void main() { + vec4 output_Stage1; + { + vec2 coord = vTransformedCoords_0_Stage0; + float m[9]; + vec4 temp0; + { + vec2 origCoord = coord + vec2(-1.0, 1.0) * uImageIncrement_Stage1; + vec2 clampedCoord; + clampedCoord = origCoord; + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + temp0 = textureColor; + } + m[0] = temp0.w; + vec4 temp1; + { + vec2 origCoord = coord + vec2(0.0, 1.0) * uImageIncrement_Stage1; + vec2 clampedCoord; + clampedCoord = origCoord; + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + temp1 = textureColor; + } + m[1] = temp1.w; + vec4 temp2; + { + vec2 origCoord = coord + uImageIncrement_Stage1; + vec2 clampedCoord; + clampedCoord = origCoord; + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + temp2 = textureColor; + } + m[2] = temp2.w; + vec4 temp3; + { + vec2 origCoord = coord + vec2(-1.0, 0.0) * uImageIncrement_Stage1; + vec2 clampedCoord; + clampedCoord = origCoord; + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + temp3 = textureColor; + } + m[3] = temp3.w; + vec4 temp4; + { + vec2 origCoord = coord; + vec2 clampedCoord; + clampedCoord = origCoord; + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + temp4 = textureColor; + } + m[4] = temp4.w; + vec4 temp5; + { + vec2 origCoord = coord + vec2(1.0, 0.0) * uImageIncrement_Stage1; + vec2 clampedCoord; + clampedCoord = origCoord; + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + temp5 = textureColor; + } + m[5] = temp5.w; + vec4 temp6; + { + vec2 origCoord = coord + vec2(-1.0, -1.0) * uImageIncrement_Stage1; + vec2 clampedCoord; + clampedCoord = origCoord; + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + temp6 = textureColor; + } + m[6] = temp6.w; + vec4 temp7; + { + vec2 origCoord = coord + vec2(0.0, -1.0) * uImageIncrement_Stage1; + vec2 clampedCoord; + clampedCoord = origCoord; + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + temp7 = textureColor; + } + m[7] = temp7.w; + vec4 temp8; + { + vec2 origCoord = coord + vec2(1.0, -1.0) * uImageIncrement_Stage1; + vec2 clampedCoord; + clampedCoord = origCoord; + vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord); + temp8 = textureColor; + } + m[8] = temp8.w; + vec3 surfaceToLight = normalize(uLightLocation_Stage1 - vec3(gl_FragCoord.xy, uSurfaceScale_Stage1 * m[4])); + output_Stage1 = light_Stage1(normal_Stage1(m, uSurfaceScale_Stage1), surfaceToLight, lightColor_Stage1(surfaceToLight)); + } + { + sk_FragColor = output_Stage1; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uCoordTransformMatrix_0_Stage0; +in vec2 position; +in vec2 localCoord; +noperspective out vec2 vTransformedCoords_0_Stage0; +void main() { + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy; + gl_Position = vec4(position.x, position.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); +} + |