diff options
Diffstat (limited to 'shaders/skia/64-39.shader_test')
-rw-r--r-- | shaders/skia/64-39.shader_test | 169 |
1 files changed, 169 insertions, 0 deletions
diff --git a/shaders/skia/64-39.shader_test b/shaders/skia/64-39.shader_test new file mode 100644 index 0000000..2a33bab --- /dev/null +++ b/shaders/skia/64-39.shader_test @@ -0,0 +1,169 @@ +[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); +} + |