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-rw-r--r--shaders/skia/1960.shader_test166
1 files changed, 166 insertions, 0 deletions
diff --git a/shaders/skia/1960.shader_test b/shaders/skia/1960.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 uColor_Stage0;
+uniform vec4 ucircle_Stage1;
+uniform vec2 ubaseFrequency_Stage2_c0_c0;
+uniform vec4 uellipse_Stage3;
+uniform vec4 uscale01_Stage4_c1_c0_c1_c0;
+uniform vec4 ubias01_Stage4_c1_c0_c1_c0;
+uniform vec4 uscale23_Stage4_c1_c0_c1_c0;
+uniform vec4 ubias23_Stage4_c1_c0_c1_c0;
+uniform float uthreshold_Stage4_c1_c0_c1_c0;
+uniform sampler2D uTextureSampler_0_Stage2;
+uniform sampler2D uTextureSampler_1_Stage2;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+noperspective in vec2 vTransformedCoords_1_Stage0;
+float perlinnoise_Stage2_c0_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_Stage2, vec2(floorVal.x, 0.5)).x;
+ latticeIdx.y = texture(uTextureSampler_0_Stage2, vec2(floorVal.z, 0.5)).x;
+ vec4 bcoords = fract(latticeIdx.xyxy + floorVal.yyww);
+ vec2 uv;
+ vec4 lattice = texture(uTextureSampler_1_Stage2, 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_Stage2, 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_Stage2, 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_Stage2, 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_Stage2_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec2 noiseVec = floor(vTransformedCoords_0_Stage0) * ubaseFrequency_Stage2_c0_c0;
+ _output = vec4(0.0);
+ float ratio = 1.0;
+ for (int octave = 0;octave < 5; ++octave) {
+ _output += abs(vec4(perlinnoise_Stage2_c0_c0(0.125, noiseVec), perlinnoise_Stage2_c0_c0(0.375, noiseVec), perlinnoise_Stage2_c0_c0(0.625, noiseVec), perlinnoise_Stage2_c0_c0(0.875, noiseVec))) * ratio;
+ noiseVec *= vec2(2.0);
+ ratio *= 0.5;
+ }
+ _output = clamp(_output, 0.0, 1.0);
+ _output = vec4(_output.xyz * _output.www, _output.w);
+ return _output;
+}
+vec4 LinearGradientLayout_Stage4_c1_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ float t = vTransformedCoords_1_Stage0.x + 9.9999997473787516e-06;
+ _output = vec4(t, 1.0, 0.0, 0.0);
+ return _output;
+}
+vec4 DualIntervalGradientColorizer_Stage4_c1_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ float t = _input.x;
+ vec4 scale, bias;
+ if (t < uthreshold_Stage4_c1_c0_c1_c0) {
+ scale = uscale01_Stage4_c1_c0_c1_c0;
+ bias = ubias01_Stage4_c1_c0_c1_c0;
+ } else {
+ scale = uscale23_Stage4_c1_c0_c1_c0;
+ bias = ubias23_Stage4_c1_c0_c1_c0;
+ }
+ _output = t * scale + bias;
+ return _output;
+}
+vec4 TiledGradientEffect_Stage4_c1_c0(vec4 _input) {
+ vec4 _output;
+ vec4 t = LinearGradientLayout_Stage4_c1_c0_c0_c0(vec4(1.0));
+ {
+ {
+ t.x = fract(t.x);
+ }
+ _output = DualIntervalGradientColorizer_Stage4_c1_c0_c1_c0(t);
+ }
+ {
+ _output.xyz *= _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;
+ {
+ outputColor_Stage0 = uColor_Stage0;
+ }
+ vec4 output_Stage1;
+ {
+ float d;
+ {
+ d = (length((ucircle_Stage1.xy - gl_FragCoord.xy) * ucircle_Stage1.w) - 1.0) * ucircle_Stage1.z;
+ }
+ {
+ output_Stage1 = d > 0.5 ? vec4(1.0) : vec4(0.0);
+ }
+ }
+ vec4 output_Stage2;
+ {
+ output_Stage2 = blend_dst_in(output_Stage1, PerlinNoise_Stage2_c0_c0(vec4(1.0)));
+ }
+ vec4 output_Stage3;
+ {
+ vec2 d = gl_FragCoord.xy - uellipse_Stage3.xy;
+ vec2 Z = d * uellipse_Stage3.zw;
+ float implicit = dot(Z, d) - 1.0;
+ float grad_dot = 4.0 * dot(Z, Z);
+ {
+ grad_dot = max(grad_dot, 1.1754999560161448e-38);
+ }
+ float approx_dist = implicit * inversesqrt(grad_dot);
+ float alpha;
+ {
+ alpha = clamp(0.5 - approx_dist, 0.0, 1.0);
+ }
+ output_Stage3 = output_Stage2 * alpha;
+ }
+ vec4 output_Stage4;
+ {
+ output_Stage4 = blend_dst_in(output_Stage3, TiledGradientEffect_Stage4_c1_c0(vec4(1.0)));
+ }
+ {
+ sk_FragColor = output_Stage4 * outputColor_Stage0;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uViewM_Stage0;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+uniform mat3 uCoordTransformMatrix_1_Stage0;
+in vec2 inPosition;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+noperspective out vec2 vTransformedCoords_1_Stage0;
+void main() {
+ vec2 pos2 = (uViewM_Stage0 * vec3(inPosition, 1.0)).xy;
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy;
+ vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_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);
+}
+