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Diffstat (limited to 'shaders/skia/2137.shader_test')
-rw-r--r-- | shaders/skia/2137.shader_test | 135 |
1 files changed, 135 insertions, 0 deletions
diff --git a/shaders/skia/2137.shader_test b/shaders/skia/2137.shader_test new file mode 100644 index 0000000..8c915aa --- /dev/null +++ b/shaders/skia/2137.shader_test @@ -0,0 +1,135 @@ +[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); +} + |