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-rw-r--r--shaders/skia/2137.shader_test135
1 files changed, 135 insertions, 0 deletions
diff --git a/shaders/skia/2137.shader_test b/shaders/skia/2137.shader_test
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+++ b/shaders/skia/2137.shader_test
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+[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 ubaseFrequency_Stage1_c0_c0_c0_c0;
+uniform vec2 ustitchData_Stage1_c0_c0_c0_c0;
+uniform vec2 uDstTextureUpperLeft_Stage2;
+uniform vec2 uDstTextureCoordScale_Stage2;
+uniform sampler2D uTextureSampler_0_Stage1;
+uniform sampler2D uTextureSampler_1_Stage1;
+uniform sampler2D uDstTextureSampler_Stage2;
+noperspective in vec4 vcolor_Stage0;
+noperspective in vec3 vTransformedCoords_0_Stage0;
+noperspective in float vinCoverage_Stage0;
+float perlinnoise_Stage1_c0_c0_c0_c0(float chanCoord, vec2 noiseVec, vec2 stitchData) {
+ 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);
+ if (floorVal.x >= stitchData.x) {
+ floorVal.x -= stitchData.x;
+ }
+ if (floorVal.y >= stitchData.y) {
+ floorVal.y -= stitchData.y;
+ }
+ if (floorVal.z >= stitchData.x) {
+ floorVal.z -= stitchData.x;
+ }
+ if (floorVal.w >= stitchData.y) {
+ floorVal.w -= stitchData.y;
+ }
+ floorVal = fract(floor(mod(floorVal, 256.0)) / vec4(256.0));
+ vec2 latticeIdx;
+ latticeIdx.x = texture(uTextureSampler_0_Stage1, vec2(floorVal.x, 0.5)).x;
+ latticeIdx.y = texture(uTextureSampler_0_Stage1, vec2(floorVal.z, 0.5)).x;
+ vec4 bcoords = fract(latticeIdx.xyxy + floorVal.yyww);
+ vec2 uv;
+ vec4 lattice = texture(uTextureSampler_1_Stage1, 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_Stage1, 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_Stage1, 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_Stage1, 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_Stage1_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec2 vTransformedCoords_0_Stage0_ensure2D = vTransformedCoords_0_Stage0.xy / vTransformedCoords_0_Stage0.z;
+ vec2 noiseVec = floor(vTransformedCoords_0_Stage0_ensure2D) * ubaseFrequency_Stage1_c0_c0_c0_c0;
+ _output = vec4(0.0);
+ vec2 stitchData = ustitchData_Stage1_c0_c0_c0_c0;
+ float ratio = 1.0;
+ for (int octave = 0;octave < 4; ++octave) {
+ _output += vec4(perlinnoise_Stage1_c0_c0_c0_c0(0.125, noiseVec, stitchData), perlinnoise_Stage1_c0_c0_c0_c0(0.375, noiseVec, stitchData), perlinnoise_Stage1_c0_c0_c0_c0(0.625, noiseVec, stitchData), perlinnoise_Stage1_c0_c0_c0_c0(0.875, noiseVec, stitchData)) * ratio;
+ noiseVec *= vec2(2.0);
+ ratio *= 0.5;
+ stitchData *= vec2(2.0);
+ }
+ _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);
+}
+vec4 ComposeOne_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ _output = blend_dst_in(_input, PerlinNoise_Stage1_c0_c0_c0_c0(vec4(1.0)));
+ return _output;
+}
+vec4 blend_src(vec4 src, vec4 dst) {
+ return src;
+}
+void main() {
+ vec4 outputCoverage_Stage0;
+ {
+ float alpha = 1.0;
+ alpha = vinCoverage_Stage0;
+ outputCoverage_Stage0 = vec4(alpha);
+ }
+ vec4 output_Stage1;
+ {
+ output_Stage1 = ComposeOne_Stage1_c0_c0(vec4(1.0));
+ }
+ {
+ if (all(lessThanEqual(outputCoverage_Stage0.xyz, vec3(0.0)))) {
+ discard;
+ }
+ vec2 _dstTexCoord = (gl_FragCoord.xy - uDstTextureUpperLeft_Stage2) * uDstTextureCoordScale_Stage2;
+ _dstTexCoord.y = 1.0 - _dstTexCoord.y;
+ vec4 _dstColor = texture(uDstTextureSampler_Stage2, _dstTexCoord);
+ sk_FragColor = blend_src(output_Stage1, _dstColor);
+ sk_FragColor = outputCoverage_Stage0 * sk_FragColor + (vec4(1.0) - outputCoverage_Stage0) * _dstColor;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+in vec2 inPosition;
+in vec4 inColor;
+in float inCoverage;
+noperspective out vec4 vcolor_Stage0;
+noperspective out vec3 vTransformedCoords_0_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);
+ 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);
+}
+