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-rw-r--r--shaders/skia/64-39.shader_test169
1 files changed, 169 insertions, 0 deletions
diff --git a/shaders/skia/64-39.shader_test b/shaders/skia/64-39.shader_test
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+++ b/shaders/skia/64-39.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 vec4 uColor_Stage0;
+uniform float uinnerThreshold_Stage1;
+uniform float uouterThreshold_Stage1;
+uniform vec4 uinnerRect_Stage2;
+uniform vec2 uradiusPlusHalf_Stage2;
+uniform vec2 ubaseFrequency_Stage3_c0_c0;
+uniform vec2 ustitchData_Stage3_c0_c0;
+uniform vec4 urectUniform_Stage4;
+uniform sampler2D uTextureSampler_0_Stage1;
+uniform sampler2D uTextureSampler_0_Stage3;
+uniform sampler2D uTextureSampler_1_Stage3;
+noperspective in vec3 vDashParams_Stage0;
+noperspective in vec4 vRectParams_Stage0;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+noperspective in vec2 vTransformedCoords_1_Stage0;
+float perlinnoise_Stage3_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_Stage3, vec2(floorVal.x, 0.5)).x;
+ latticeIdx.y = texture(uTextureSampler_0_Stage3, vec2(floorVal.z, 0.5)).x;
+ vec4 bcoords = fract(latticeIdx.xyxy + floorVal.yyww);
+ vec2 uv;
+ vec4 lattice = texture(uTextureSampler_1_Stage3, 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_Stage3, 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_Stage3, 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_Stage3, 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_Stage3_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec2 noiseVec = floor(vTransformedCoords_1_Stage0) * ubaseFrequency_Stage3_c0_c0;
+ _output = vec4(0.0);
+ vec2 stitchData = ustitchData_Stage3_c0_c0;
+ float ratio = 1.0;
+ for (int octave = 0;octave < 3; ++octave) {
+ _output += abs(vec4(perlinnoise_Stage3_c0_c0(0.125, noiseVec, stitchData), perlinnoise_Stage3_c0_c0(0.375, noiseVec, stitchData), perlinnoise_Stage3_c0_c0(0.625, noiseVec, stitchData), perlinnoise_Stage3_c0_c0(0.875, noiseVec, stitchData))) * ratio;
+ noiseVec *= vec2(2.0);
+ ratio *= 0.5;
+ stitchData *= vec2(2.0);
+ }
+ _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);
+}
+void main() {
+ vec4 outputColor_Stage0;
+ vec4 outputCoverage_Stage0;
+ {
+ outputColor_Stage0 = uColor_Stage0;
+ float xShifted = vDashParams_Stage0.x - floor(vDashParams_Stage0.x / vDashParams_Stage0.z) * vDashParams_Stage0.z;
+ vec2 fragPosShifted = vec2(xShifted, vDashParams_Stage0.y);
+ float xSub, ySub;
+ xSub = min(fragPosShifted.x - vRectParams_Stage0.x, 0.0);
+ xSub += min(vRectParams_Stage0.z - fragPosShifted.x, 0.0);
+ ySub = min(fragPosShifted.y - vRectParams_Stage0.y, 0.0);
+ ySub += min(vRectParams_Stage0.w - fragPosShifted.y, 0.0);
+ float alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));
+ outputCoverage_Stage0 = vec4(alpha);
+ }
+ vec4 output_Stage1;
+ {
+ vec4 color = outputCoverage_Stage0;
+ vec4 mask_color = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0);
+ if (mask_color.w < 0.5) {
+ if (color.w > uouterThreshold_Stage1) {
+ float scale = uouterThreshold_Stage1 / color.w;
+ color.xyz *= scale;
+ color.w = uouterThreshold_Stage1;
+ }
+ } else if (color.w < uinnerThreshold_Stage1) {
+ float scale = uinnerThreshold_Stage1 / max(0.0010000000474974513, color.w);
+ color.xyz *= scale;
+ color.w = uinnerThreshold_Stage1;
+ }
+ output_Stage1 = color;
+ }
+ vec4 output_Stage2;
+ {
+ vec2 dxy0 = uinnerRect_Stage2.xy - gl_FragCoord.xy;
+ vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage2.zw;
+ vec2 dxy = max(max(dxy0, dxy1), 0.0);
+ float alpha = clamp(uradiusPlusHalf_Stage2.x - length(dxy), 0.0, 1.0);
+ output_Stage2 = output_Stage1 * alpha;
+ }
+ vec4 output_Stage3;
+ {
+ output_Stage3 = blend_dst_in(output_Stage2, PerlinNoise_Stage3_c0_c0(vec4(1.0)));
+ }
+ vec4 output_Stage4;
+ {
+ float alpha;
+ {
+ alpha = float(all(greaterThan(vec4(gl_FragCoord.xy, urectUniform_Stage4.zw), vec4(urectUniform_Stage4.xy, gl_FragCoord.xy))) ? 1 : 0);
+ }
+ {
+ alpha = 1.0 - alpha;
+ }
+ output_Stage4 = output_Stage3 * alpha;
+ }
+ {
+ sk_FragColor = outputColor_Stage0 * output_Stage4;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+uniform mat3 uCoordTransformMatrix_1_Stage0;
+in vec2 inPosition;
+in vec3 inDashParams;
+in vec4 inRect;
+noperspective out vec3 vDashParams_Stage0;
+noperspective out vec4 vRectParams_Stage0;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+noperspective out vec2 vTransformedCoords_1_Stage0;
+void main() {
+ vDashParams_Stage0 = inDashParams;
+ vRectParams_Stage0 = inRect;
+ vec2 pos2 = inPosition;
+ 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);
+}
+