diff options
Diffstat (limited to 'shaders/skia/334-2.shader_test')
-rw-r--r-- | shaders/skia/334-2.shader_test | 455 |
1 files changed, 455 insertions, 0 deletions
diff --git a/shaders/skia/334-2.shader_test b/shaders/skia/334-2.shader_test new file mode 100644 index 0000000..dc9cca7 --- /dev/null +++ b/shaders/skia/334-2.shader_test @@ -0,0 +1,455 @@ +[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 vec4 uColor_Stage0; +uniform vec3 uedges_Stage1_c0_c0_c0_c0_c0_c0[2]; +uniform vec4 uinnerRect_Stage1_c0_c0_c0_c0_c1_c0; +uniform vec4 uinvRadiiLTRB_Stage1_c0_c0_c0_c0_c1_c0; +uniform vec4 ucolor_Stage1_c0_c0_c1_c0_c0_c0; +uniform float uinnerThreshold_Stage1_c0_c0_c1_c0_c1_c0; +uniform float uouterThreshold_Stage1_c0_c0_c1_c0_c1_c0; +uniform vec2 uImageIncrement_Stage1_c1_c0_c0_c0; +uniform vec4 uKernel_Stage1_c1_c0_c0_c0[4]; +uniform vec2 uKernelOffset_Stage1_c1_c0_c0_c0; +uniform float uGain_Stage1_c1_c0_c0_c0; +uniform float uBias_Stage1_c1_c0_c0_c0; +uniform vec2 ubaseFrequency_Stage1_c1_c0_c1_c0; +uniform float uz_Stage1_c1_c0_c1_c0; +uniform sampler2D uTextureSampler_0_Stage1; +uniform sampler2D uTextureSampler_1_Stage1; +uniform sampler2D uTextureSampler_2_Stage1; +uniform sampler2D uTextureSampler_3_Stage1; +in vec2 vTransformedCoords_0_Stage0; +in vec2 vTransformedCoords_1_Stage0; +in vec2 vTransformedCoords_2_Stage0; +vec4 ConvexPoly_Stage1_c0_c0_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + float alpha = 1.0; + float edge; + edge = dot(uedges_Stage1_c0_c0_c0_c0_c0_c0[0], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); + edge = edge >= 0.5 ? 1.0 : 0.0; + alpha *= edge; + edge = dot(uedges_Stage1_c0_c0_c0_c0_c0_c0[1], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0)); + edge = edge >= 0.5 ? 1.0 : 0.0; + alpha *= edge; + alpha = 1.0 - alpha; + _output = _input * alpha; + return _output; +} +vec4 EllipticalRRect_Stage1_c0_c0_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + vec2 dxy0 = uinnerRect_Stage1_c0_c0_c0_c0_c1_c0.xy - gl_FragCoord.xy; + vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage1_c0_c0_c0_c0_c1_c0.zw; + vec2 dxy = max(max(dxy0, dxy1), 0.0); + vec2 Z = max(max(dxy0 * uinvRadiiLTRB_Stage1_c0_c0_c0_c0_c1_c0.xy, dxy1 * uinvRadiiLTRB_Stage1_c0_c0_c0_c0_c1_c0.zw), 0.0); + float implicit = dot(Z, dxy) - 1.0; + float grad_dot = 4.0 * dot(Z, Z); + grad_dot = max(grad_dot, 9.9999997473787516e-05); + float approx_dist = implicit * inversesqrt(grad_dot); + float alpha = clamp(0.5 - approx_dist, 0.0, 1.0); + _output = _input * alpha; + return _output; +} +float _blend_color_saturation(vec3 color) { + return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z); +} +vec3 _blend_set_color_saturation_helper(vec3 minMidMax, float sat) { + if (minMidMax.x < minMidMax.z) { + return vec3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat); + } + return vec3(0.0); +} +vec3 _blend_set_color_saturation(vec3 hueLumColor, vec3 satColor) { + float sat = _blend_color_saturation(satColor); + if (hueLumColor.x <= hueLumColor.y) { + if (hueLumColor.y <= hueLumColor.z) { + hueLumColor.xyz = _blend_set_color_saturation_helper(hueLumColor, sat); + } else if (hueLumColor.x <= hueLumColor.z) { + hueLumColor.xzy = _blend_set_color_saturation_helper(hueLumColor.xzy, sat); + } else { + hueLumColor.zxy = _blend_set_color_saturation_helper(hueLumColor.zxy, sat); + } + } else if (hueLumColor.x <= hueLumColor.z) { + hueLumColor.yxz = _blend_set_color_saturation_helper(hueLumColor.yxz, sat); + } else if (hueLumColor.y <= hueLumColor.z) { + hueLumColor.yzx = _blend_set_color_saturation_helper(hueLumColor.yzx, sat); + } else { + hueLumColor.zyx = _blend_set_color_saturation_helper(hueLumColor.zyx, sat); + } + return hueLumColor; +} +float _blend_color_luminance(vec3 color) { + return dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), color); +} +vec3 _blend_set_color_luminance(vec3 hueSatColor, float alpha, vec3 lumColor) { + float lum = _blend_color_luminance(lumColor); + vec3 result = (lum - _blend_color_luminance(hueSatColor)) + hueSatColor; + float minComp = min(min(result.x, result.y), result.z); + float maxComp = max(max(result.x, result.y), result.z); + if (minComp < 0.0 && lum != minComp) { + result = lum + ((result - lum) * lum) / (lum - minComp); + } + if (maxComp > alpha && maxComp != lum) { + return lum + ((result - lum) * (alpha - lum)) / (maxComp - lum); + } + return result; +} +vec4 blend_saturation(vec4 src, vec4 dst) { + float alpha = dst.w * src.w; + vec3 sda = src.xyz * dst.w; + vec3 dsa = dst.xyz * src.w; + return vec4((((_blend_set_color_luminance(_blend_set_color_saturation(dsa, sda), alpha, dsa) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha); +} +vec4 ComposeTwo_Stage1_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_saturation(ConvexPoly_Stage1_c0_c0_c0_c0_c0_c0(inputColor), EllipticalRRect_Stage1_c0_c0_c0_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 ConstColorProcessor_Stage1_c0_c0_c1_c0_c0_c0(vec4 _input) { + vec4 _output; + { + _output = _input.w * ucolor_Stage1_c0_c0_c1_c0_c0_c0; + } + return _output; +} +vec4 AlphaThresholdFragmentProcessor_Stage1_c0_c0_c1_c0_c1_c0(vec4 _input) { + vec4 _output; + vec4 color = _input; + vec4 mask_color = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0); + if (mask_color.w < 0.5) { + if (color.w > uouterThreshold_Stage1_c0_c0_c1_c0_c1_c0) { + float scale = uouterThreshold_Stage1_c0_c0_c1_c0_c1_c0 / color.w; + color.xyz *= scale; + color.w = uouterThreshold_Stage1_c0_c0_c1_c0_c1_c0; + } + } else if (color.w < uinnerThreshold_Stage1_c0_c0_c1_c0_c1_c0) { + float scale = uinnerThreshold_Stage1_c0_c0_c1_c0_c1_c0 / max(0.0010000000474974513, color.w); + color.xyz *= scale; + color.w = uinnerThreshold_Stage1_c0_c0_c1_c0_c1_c0; + } + _output = color; + return _output; +} +vec4 blend_hue(vec4 src, vec4 dst) { + float alpha = dst.w * src.w; + vec3 sda = src.xyz * dst.w; + vec3 dsa = dst.xyz * src.w; + return vec4((((_blend_set_color_luminance(_blend_set_color_saturation(sda, dsa), alpha, dsa) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha); +} +vec4 ComposeTwo_Stage1_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_hue(ConstColorProcessor_Stage1_c0_c0_c1_c0_c0_c0(inputColor), AlphaThresholdFragmentProcessor_Stage1_c0_c0_c1_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 blend_dst_atop(vec4 src, vec4 dst) { + return (1.0 - dst.w) * src + src.w * dst; +} +vec4 ComposeTwo_Stage1_c0_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_dst_atop(ComposeTwo_Stage1_c0_c0_c0_c0(inputColor), ComposeTwo_Stage1_c0_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +vec4 MatrixConvolution_Stage1_c1_c0_c0_c0(vec4 _input) { + vec4 _output; + vec4 sum = vec4(0.0, 0.0, 0.0, 0.0); + vec2 coord = vTransformedCoords_1_Stage0 - uKernelOffset_Stage1_c1_c0_c0_c0 * uImageIncrement_Stage1_c1_c0_c0_c0; + vec4 c; + { + float k = uKernel_Stage1_c1_c0_c0_c0[0].x; + { + vec2 origCoord = coord; + vec2 clampedCoord; + clampedCoord = origCoord; + vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord); + c = textureColor; + } + sum += c * k; + } + { + float k = uKernel_Stage1_c1_c0_c0_c0[0].y; + { + vec2 origCoord = coord + vec2(1.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0; + vec2 clampedCoord; + clampedCoord = origCoord; + vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord); + c = textureColor; + } + sum += c * k; + } + { + float k = uKernel_Stage1_c1_c0_c0_c0[0].z; + { + vec2 origCoord = coord + vec2(2.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0; + vec2 clampedCoord; + clampedCoord = origCoord; + vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord); + c = textureColor; + } + sum += c * k; + } + { + float k = uKernel_Stage1_c1_c0_c0_c0[0].w; + { + vec2 origCoord = coord + vec2(3.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0; + vec2 clampedCoord; + clampedCoord = origCoord; + vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord); + c = textureColor; + } + sum += c * k; + } + { + float k = uKernel_Stage1_c1_c0_c0_c0[1].x; + { + vec2 origCoord = coord + vec2(4.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0; + vec2 clampedCoord; + clampedCoord = origCoord; + vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord); + c = textureColor; + } + sum += c * k; + } + { + float k = uKernel_Stage1_c1_c0_c0_c0[1].y; + { + vec2 origCoord = coord + vec2(5.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0; + vec2 clampedCoord; + clampedCoord = origCoord; + vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord); + c = textureColor; + } + sum += c * k; + } + { + float k = uKernel_Stage1_c1_c0_c0_c0[1].z; + { + vec2 origCoord = coord + vec2(6.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0; + vec2 clampedCoord; + clampedCoord = origCoord; + vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord); + c = textureColor; + } + sum += c * k; + } + { + float k = uKernel_Stage1_c1_c0_c0_c0[1].w; + { + vec2 origCoord = coord + vec2(7.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0; + vec2 clampedCoord; + clampedCoord = origCoord; + vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord); + c = textureColor; + } + sum += c * k; + } + { + float k = uKernel_Stage1_c1_c0_c0_c0[2].x; + { + vec2 origCoord = coord + vec2(8.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0; + vec2 clampedCoord; + clampedCoord = origCoord; + vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord); + c = textureColor; + } + sum += c * k; + } + { + float k = uKernel_Stage1_c1_c0_c0_c0[2].y; + { + vec2 origCoord = coord + vec2(9.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0; + vec2 clampedCoord; + clampedCoord = origCoord; + vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord); + c = textureColor; + } + sum += c * k; + } + { + float k = uKernel_Stage1_c1_c0_c0_c0[2].z; + { + vec2 origCoord = coord + vec2(10.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0; + vec2 clampedCoord; + clampedCoord = origCoord; + vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord); + c = textureColor; + } + sum += c * k; + } + { + float k = uKernel_Stage1_c1_c0_c0_c0[2].w; + { + vec2 origCoord = coord + vec2(11.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0; + vec2 clampedCoord; + clampedCoord = origCoord; + vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord); + c = textureColor; + } + sum += c * k; + } + { + float k = uKernel_Stage1_c1_c0_c0_c0[3].x; + { + vec2 origCoord = coord + vec2(12.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0; + vec2 clampedCoord; + clampedCoord = origCoord; + vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord); + c = textureColor; + } + sum += c * k; + } + { + float k = uKernel_Stage1_c1_c0_c0_c0[3].y; + { + vec2 origCoord = coord + vec2(13.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0; + vec2 clampedCoord; + clampedCoord = origCoord; + vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord); + c = textureColor; + } + sum += c * k; + } + { + float k = uKernel_Stage1_c1_c0_c0_c0[3].z; + { + vec2 origCoord = coord + vec2(14.0, 0.0) * uImageIncrement_Stage1_c1_c0_c0_c0; + vec2 clampedCoord; + clampedCoord = origCoord; + vec4 textureColor = texture(uTextureSampler_1_Stage1, clampedCoord); + c = textureColor; + } + sum += c * k; + } + _output = sum * uGain_Stage1_c1_c0_c0_c0 + uBias_Stage1_c1_c0_c0_c0; + _output.w = clamp(_output.w, 0.0, 1.0); + _output.xyz = clamp(_output.xyz, 0.0, _output.w); + _output *= _input; + return _output; +} +vec3 fade_Stage1_c1_c0_c1_c0(vec3 t) { + return ((t * t) * t) * (t * (t * 6.0 - 15.0) + 10.0); +} +float perm_Stage1_c1_c0_c1_c0(float x) { + return texture(uTextureSampler_2_Stage1, vec2(fract(x / 256.0), 0.0)).x * 255.0; +} +float grad_Stage1_c1_c0_c1_c0(float x, vec3 p) { + return dot(texture(uTextureSampler_3_Stage1, vec2(fract(x / 16.0), 0.0)).xyz * 255.0 - vec3(1.0), p); +} +float lerp_Stage1_c1_c0_c1_c0(float a, float b, float w) { + return a + w * (b - a); +} +float noise_Stage1_c1_c0_c1_c0(vec3 p) { + vec3 P = mod(floor(p), 256.0); + p -= floor(p); + vec3 f = fade_Stage1_c1_c0_c1_c0(p); + float A = perm_Stage1_c1_c0_c1_c0(P.x) + P.y; + float AA = perm_Stage1_c1_c0_c1_c0(A) + P.z; + float AB = perm_Stage1_c1_c0_c1_c0(A + 1.0) + P.z; + float B = perm_Stage1_c1_c0_c1_c0(P.x + 1.0) + P.y; + float BA = perm_Stage1_c1_c0_c1_c0(B) + P.z; + float BB = perm_Stage1_c1_c0_c1_c0(B + 1.0) + P.z; + float result = lerp_Stage1_c1_c0_c1_c0(lerp_Stage1_c1_c0_c1_c0(lerp_Stage1_c1_c0_c1_c0(grad_Stage1_c1_c0_c1_c0(perm_Stage1_c1_c0_c1_c0(AA), p), grad_Stage1_c1_c0_c1_c0(perm_Stage1_c1_c0_c1_c0(BA), p + vec3(-1.0, 0.0, 0.0)), f.x), lerp_Stage1_c1_c0_c1_c0(grad_Stage1_c1_c0_c1_c0(perm_Stage1_c1_c0_c1_c0(AB), p + vec3(0.0, -1.0, 0.0)), grad_Stage1_c1_c0_c1_c0(perm_Stage1_c1_c0_c1_c0(BB), p + vec3(-1.0, -1.0, 0.0)), f.x), f.y), lerp_Stage1_c1_c0_c1_c0(lerp_Stage1_c1_c0_c1_c0(grad_Stage1_c1_c0_c1_c0(perm_Stage1_c1_c0_c1_c0(AA + 1.0), p + vec3(0.0, 0.0, -1.0)), grad_Stage1_c1_c0_c1_c0(perm_Stage1_c1_c0_c1_c0(BA + 1.0), p + vec3(-1.0, 0.0, -1.0)), f.x), lerp_Stage1_c1_c0_c1_c0(grad_Stage1_c1_c0_c1_c0(perm_Stage1_c1_c0_c1_c0(AB + 1.0), p + vec3(0.0, -1.0, -1.0)), grad_Stage1_c1_c0_c1_c0(perm_Stage1_c1_c0_c1_c0(BB + 1.0), p + vec3(-1.0, -1.0, -1.0)), f.x), f.y), f.z); + return result; +} +float noiseOctaves_Stage1_c1_c0_c1_c0(vec3 p) { + float result = 0.0; + float ratio = 1.0; + for (float i = 0.0;i < 8.0; i++) { + result += noise_Stage1_c1_c0_c1_c0(p) / ratio; + p *= 2.0; + ratio *= 2.0; + } + return (result + 1.0) / 2.0; +} +vec4 ImprovedPerlinNoise_Stage1_c1_c0_c1_c0(vec4 _input) { + vec4 _output; + vec2 coords = vTransformedCoords_2_Stage0 * ubaseFrequency_Stage1_c1_c0_c1_c0; + float r = noiseOctaves_Stage1_c1_c0_c1_c0(vec3(coords, uz_Stage1_c1_c0_c1_c0)); + float g = noiseOctaves_Stage1_c1_c0_c1_c0(vec3(coords, uz_Stage1_c1_c0_c1_c0)); + float b = noiseOctaves_Stage1_c1_c0_c1_c0(vec3(coords, uz_Stage1_c1_c0_c1_c0)); + float a = noiseOctaves_Stage1_c1_c0_c1_c0(vec3(coords, uz_Stage1_c1_c0_c1_c0)); + _output = vec4(r, g, b, a); + _output = clamp(_output, 0.0, 1.0); + _output = vec4(_output.xyz * _output.www, _output.w); + return _output; +} +vec4 blend_src_out(vec4 src, vec4 dst) { + return (1.0 - dst.w) * src; +} +vec4 ComposeTwo_Stage1_c1_c0(vec4 _input) { + vec4 _output; + vec4 inputColor = vec4(_input.xyz, 1.0); + _output = blend_src_out(MatrixConvolution_Stage1_c1_c0_c0_c0(inputColor), ImprovedPerlinNoise_Stage1_c1_c0_c1_c0(inputColor)); + _output *= _input.w; + return _output; +} +float _guarded_divide(float n, float d) { + return n / d; +} +float _color_dodge_component(float sc, float sa, float dc, float da) { + if (dc == 0.0) { + return sc * (1.0 - da); + } else { + float d = sa - sc; + if (d == 0.0) { + return (sa * da + sc * (1.0 - da)) + dc * (1.0 - sa); + } + d = min(da, _guarded_divide(dc * sa, d)); + return (d * sa + sc * (1.0 - da)) + dc * (1.0 - sa); + } +} +vec4 blend_color_dodge(vec4 src, vec4 dst) { + return vec4(_color_dodge_component(src.x, src.w, dst.x, dst.w), _color_dodge_component(src.y, src.w, dst.y, dst.w), _color_dodge_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w); +} +void main() { + vec4 outputColor_Stage0; + { + outputColor_Stage0 = uColor_Stage0; + } + vec4 output_Stage1; + { + vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0); + output_Stage1 = blend_color_dodge(ComposeTwo_Stage1_c0_c0(inputColor), ComposeTwo_Stage1_c1_c0(inputColor)); + output_Stage1 *= outputColor_Stage0.w; + } + { + sk_FragColor = output_Stage1; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uViewM_Stage0; +uniform mat3 uCoordTransformMatrix_0_Stage0; +uniform mat3 uCoordTransformMatrix_1_Stage0; +uniform mat3 uCoordTransformMatrix_2_Stage0; +in vec2 inPosition; +out vec2 vTransformedCoords_0_Stage0; +out vec2 vTransformedCoords_1_Stage0; +out vec2 vTransformedCoords_2_Stage0; +void main() { + vec3 pos3 = uViewM_Stage0 * vec3(inPosition, 1.0); + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy; + vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(inPosition, 1.0)).xy; + vTransformedCoords_2_Stage0 = (uCoordTransformMatrix_2_Stage0 * vec3(inPosition, 1.0)).xy; + { + vec2 _posTmp = vec2(pos3.x / pos3.z, pos3.y / pos3.z); + _posTmp = floor(_posTmp) + vec2(0.5, 0.5); + gl_Position = vec4(_posTmp, 0.0, 1.0); + } + gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); +} + |