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[require]
GLSL >= 1.40

[fragment shader]
#version 140

#extension GL_KHR_blend_equation_advanced : require
out vec4 sk_FragColor;
layout (blend_support_all_equations) out ;
uniform vec2 uImageIncrement_Stage1_c0_c0_c1_c0;
uniform float uSurfaceScale_Stage1_c0_c0_c1_c0;
uniform vec3 uLightColor_Stage1_c0_c0_c1_c0;
uniform float uKS_Stage1_c0_c0_c1_c0;
uniform float uShininess_Stage1_c0_c0_c1_c0;
uniform vec4 uTexDom_Stage1_c0_c0_c1_c0;
uniform vec3 uDecalParams_Stage1_c0_c0_c1_c0;
uniform vec3 uLightLocation_Stage1_c0_c0_c1_c0;
uniform mat4 um_Stage1_c1_c0;
uniform vec4 uv_Stage1_c1_c0;
uniform sampler2D uTextureSampler_0_Stage1;
noperspective in vec2 vEllipseOffsets_Stage0;
noperspective in vec4 vEllipseRadii_Stage0;
noperspective in vec4 vinColor_Stage0;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
vec4 Dither_Stage1_c0_c0_c0_c0(vec4 _input) {
    vec4 _output;
    _output = _input;
    float value;
    {
        uint x = uint(vTransformedCoords_0_Stage0.x);
        uint y = uint(vTransformedCoords_0_Stage0.y);
        uint m = (((((y & 1u) << 5u | (x & 1u) << 4u) | (y & 2u) << 2u) | (x & 2u) << 1u) | (y & 4u) >> 1u) | (x & 4u) >> 2u;
        value = float(m) / 64.0 - 0.4921875;
    }
    _output = vec4(clamp(_output.xyz + value * 0.066666670143604279, 0.0, _output.w), _output.w);
    return _output;
}
vec4 light_Stage1_c0_c0_c1_c0(vec3 normal, vec3 surfaceToLight, vec3 lightColor) {
    vec3 halfDir = normalize(surfaceToLight + vec3(0.0, 0.0, 1.0));
    float colorScale = uKS_Stage1_c0_c0_c1_c0 * pow(dot(normal, halfDir), uShininess_Stage1_c0_c0_c1_c0);
    vec3 color = lightColor * clamp(colorScale, 0.0, 1.0);
    return vec4(color, max(max(color.x, color.y), color.z));
}
float sobel_Stage1_c0_c0_c1_c0(float a, float b, float c, float d, float e, float f, float scale) {
    return (((((-a + b) - 2.0 * c) + 2.0 * d) - e) + f) * scale;
}
vec3 pointToNormal_Stage1_c0_c0_c1_c0(float x, float y, float scale) {
    return normalize(vec3(-x * scale, -y * scale, 1.0));
}
vec3 normal_Stage1_c0_c0_c1_c0(float m[9], float surfaceScale) {
    return pointToNormal_Stage1_c0_c0_c1_c0(sobel_Stage1_c0_c0_c1_c0(0.0, 0.0, m[3], m[5], m[6], m[8], 0.33333298563957214), sobel_Stage1_c0_c0_c1_c0(0.0, 0.0, m[4], m[7], m[5], m[8], 0.5), surfaceScale);
}
vec4 SpecularLighting_Stage1_c0_c0_c1_c0(vec4 _input) {
    vec4 _output;
    vec2 coord = vTransformedCoords_1_Stage0;
    float m[9];
    vec4 temp0;
    {
        vec2 origCoord = coord + vec2(-1.0, 1.0) * uImageIncrement_Stage1_c0_c0_c1_c0;
        vec2 clampedCoord;
        clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c1_c0.zw);
        vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
        float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c1_c0.y);
        if (err > uDecalParams_Stage1_c0_c0_c1_c0.z) {
            err = 1.0;
        } else if (uDecalParams_Stage1_c0_c0_c1_c0.z < 1.0) {
            err = 0.0;
        }
        temp0 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
    }
    m[0] = temp0.w;
    vec4 temp1;
    {
        vec2 origCoord = coord + vec2(0.0, 1.0) * uImageIncrement_Stage1_c0_c0_c1_c0;
        vec2 clampedCoord;
        clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c1_c0.zw);
        vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
        float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c1_c0.y);
        if (err > uDecalParams_Stage1_c0_c0_c1_c0.z) {
            err = 1.0;
        } else if (uDecalParams_Stage1_c0_c0_c1_c0.z < 1.0) {
            err = 0.0;
        }
        temp1 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
    }
    m[1] = temp1.w;
    vec4 temp2;
    {
        vec2 origCoord = coord + uImageIncrement_Stage1_c0_c0_c1_c0;
        vec2 clampedCoord;
        clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c1_c0.zw);
        vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
        float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c1_c0.y);
        if (err > uDecalParams_Stage1_c0_c0_c1_c0.z) {
            err = 1.0;
        } else if (uDecalParams_Stage1_c0_c0_c1_c0.z < 1.0) {
            err = 0.0;
        }
        temp2 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
    }
    m[2] = temp2.w;
    vec4 temp3;
    {
        vec2 origCoord = coord + vec2(-1.0, 0.0) * uImageIncrement_Stage1_c0_c0_c1_c0;
        vec2 clampedCoord;
        clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c1_c0.zw);
        vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
        float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c1_c0.y);
        if (err > uDecalParams_Stage1_c0_c0_c1_c0.z) {
            err = 1.0;
        } else if (uDecalParams_Stage1_c0_c0_c1_c0.z < 1.0) {
            err = 0.0;
        }
        temp3 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
    }
    m[3] = temp3.w;
    vec4 temp4;
    {
        vec2 origCoord = coord;
        vec2 clampedCoord;
        clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c1_c0.zw);
        vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
        float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c1_c0.y);
        if (err > uDecalParams_Stage1_c0_c0_c1_c0.z) {
            err = 1.0;
        } else if (uDecalParams_Stage1_c0_c0_c1_c0.z < 1.0) {
            err = 0.0;
        }
        temp4 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
    }
    m[4] = temp4.w;
    vec4 temp5;
    {
        vec2 origCoord = coord + vec2(1.0, 0.0) * uImageIncrement_Stage1_c0_c0_c1_c0;
        vec2 clampedCoord;
        clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c1_c0.zw);
        vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
        float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c1_c0.y);
        if (err > uDecalParams_Stage1_c0_c0_c1_c0.z) {
            err = 1.0;
        } else if (uDecalParams_Stage1_c0_c0_c1_c0.z < 1.0) {
            err = 0.0;
        }
        temp5 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
    }
    m[5] = temp5.w;
    vec4 temp6;
    {
        vec2 origCoord = coord + vec2(-1.0, -1.0) * uImageIncrement_Stage1_c0_c0_c1_c0;
        vec2 clampedCoord;
        clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c1_c0.zw);
        vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
        float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c1_c0.y);
        if (err > uDecalParams_Stage1_c0_c0_c1_c0.z) {
            err = 1.0;
        } else if (uDecalParams_Stage1_c0_c0_c1_c0.z < 1.0) {
            err = 0.0;
        }
        temp6 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
    }
    m[6] = temp6.w;
    vec4 temp7;
    {
        vec2 origCoord = coord + vec2(0.0, -1.0) * uImageIncrement_Stage1_c0_c0_c1_c0;
        vec2 clampedCoord;
        clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c1_c0.zw);
        vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
        float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c1_c0.y);
        if (err > uDecalParams_Stage1_c0_c0_c1_c0.z) {
            err = 1.0;
        } else if (uDecalParams_Stage1_c0_c0_c1_c0.z < 1.0) {
            err = 0.0;
        }
        temp7 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
    }
    m[7] = temp7.w;
    vec4 temp8;
    {
        vec2 origCoord = coord + vec2(1.0, -1.0) * uImageIncrement_Stage1_c0_c0_c1_c0;
        vec2 clampedCoord;
        clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0_c1_c0.xy, uTexDom_Stage1_c0_c0_c1_c0.zw);
        vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
        float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0_c1_c0.y);
        if (err > uDecalParams_Stage1_c0_c0_c1_c0.z) {
            err = 1.0;
        } else if (uDecalParams_Stage1_c0_c0_c1_c0.z < 1.0) {
            err = 0.0;
        }
        temp8 = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
    }
    m[8] = temp8.w;
    vec3 surfaceToLight = normalize(uLightLocation_Stage1_c0_c0_c1_c0 - vec3(gl_FragCoord.xy, uSurfaceScale_Stage1_c0_c0_c1_c0 * m[4]));
    _output = light_Stage1_c0_c0_c1_c0(normal_Stage1_c0_c0_c1_c0(m, uSurfaceScale_Stage1_c0_c0_c1_c0), surfaceToLight, uLightColor_Stage1_c0_c0_c1_c0);
    _output *= _input;
    return _output;
}
vec4 blend_dst_over(vec4 src, vec4 dst) {
    return (1.0 - dst.w) * src + dst;
}
vec4 ComposeTwo_Stage1_c0_c0(vec4 _input) {
    vec4 _output;
    vec4 inputColor = vec4(_input.xyz, 1.0);
    _output = blend_dst_over(Dither_Stage1_c0_c0_c0_c0(inputColor), SpecularLighting_Stage1_c0_c0_c1_c0(inputColor));
    _output *= _input.w;
    return _output;
}
vec4 ColorMatrixFragmentProcessor_Stage1_c1_c0(vec4 _input) {
    vec4 _output;
    vec4 inputColor = _input;
    {
        float nonZeroAlpha = max(inputColor.w, 9.9999997473787516e-05);
        inputColor = vec4(inputColor.xyz / nonZeroAlpha, inputColor.w);
    }
    _output = um_Stage1_c1_c0 * inputColor + uv_Stage1_c1_c0;
    {
        _output.w = clamp(_output.w, 0.0, 1.0);
    }
    {
        _output.xyz *= _output.w;
    }
    return _output;
}
vec4 blend_multiply(vec4 src, vec4 dst) {
    return vec4(((1.0 - src.w) * dst.xyz + (1.0 - dst.w) * src.xyz) + src.xyz * dst.xyz, src.w + (1.0 - src.w) * dst.w);
}
void main() {
    vec4 outputColor_Stage0;
    vec4 outputCoverage_Stage0;
    {
        outputColor_Stage0 = vinColor_Stage0;
        vec2 offset = vEllipseOffsets_Stage0;
        offset *= vEllipseRadii_Stage0.xy;
        float test = dot(offset, offset) - 1.0;
        vec2 grad = (2.0 * offset) * vEllipseRadii_Stage0.xy;
        float grad_dot = dot(grad, grad);
        grad_dot = max(grad_dot, 1.1754999560161448e-38);
        float invlen = inversesqrt(grad_dot);
        float edgeAlpha = clamp(0.5 - test * invlen, 0.0, 1.0);
        offset = vEllipseOffsets_Stage0 * vEllipseRadii_Stage0.zw;
        test = dot(offset, offset) - 1.0;
        grad = (2.0 * offset) * vEllipseRadii_Stage0.zw;
        grad_dot = dot(grad, grad);
        invlen = inversesqrt(grad_dot);
        edgeAlpha *= clamp(0.5 + test * invlen, 0.0, 1.0);
        outputCoverage_Stage0 = vec4(edgeAlpha);
    }
    vec4 output_Stage1;
    {
        vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
        output_Stage1 = blend_multiply(ComposeTwo_Stage1_c0_c0(inputColor), ColorMatrixFragmentProcessor_Stage1_c1_c0(inputColor));
        output_Stage1 *= outputColor_Stage0.w;
    }
    {
        sk_FragColor = outputCoverage_Stage0 * output_Stage1;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
in vec2 inPosition;
in vec4 inColor;
in vec2 inEllipseOffset;
in vec4 inEllipseRadii;
noperspective out vec2 vEllipseOffsets_Stage0;
noperspective out vec4 vEllipseRadii_Stage0;
noperspective out vec4 vinColor_Stage0;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_Stage0;
void main() {
    vEllipseOffsets_Stage0 = inEllipseOffset;
    vEllipseRadii_Stage0 = inEllipseRadii;
    vinColor_Stage0 = inColor;
    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);
}