diff options
Diffstat (limited to 'shaders/skia/1960.shader_test')
-rw-r--r-- | shaders/skia/1960.shader_test | 166 |
1 files changed, 166 insertions, 0 deletions
diff --git a/shaders/skia/1960.shader_test b/shaders/skia/1960.shader_test new file mode 100644 index 0000000..875b239 --- /dev/null +++ b/shaders/skia/1960.shader_test @@ -0,0 +1,166 @@ +[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); +} + |