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[require]
GLSL >= 1.40

[fragment shader]
#version 140

#extension GL_KHR_blend_equation_advanced : require
#extension GL_ARB_fragment_coord_conventions : require
layout(origin_upper_left) in vec4 gl_FragCoord;
out vec4 sk_FragColor;
layout (blend_support_all_equations) out ;
uniform vec4 uColor_Stage0;
uniform vec4 uCoordTransformMatrix_2_Stage0;
uniform float uPixelSize_Stage1;
uniform vec2 uRange_Stage1;
uniform vec4 ucircleData_Stage2;
uniform float ucornerRadius_Stage3_c1_c0;
uniform vec4 uproxyRect_Stage3_c1_c0;
uniform float ublurRadius_Stage3_c1_c0;
uniform vec2 uImageIncrement_Stage4_c2_c0;
uniform float uSurfaceScale_Stage4_c2_c0;
uniform vec3 uLightColor_Stage4_c2_c0;
uniform float uKS_Stage4_c2_c0;
uniform float uShininess_Stage4_c2_c0;
uniform vec4 uTexDom_Stage4_c2_c0;
uniform vec3 uDecalParams_Stage4_c2_c0;
uniform vec3 uLightDirection_Stage4_c2_c0;
uniform vec4 ucolor0_Stage5;
uniform vec4 ucolor1_Stage5;
uniform vec4 ucolor2_Stage5;
uniform vec4 ucolor3_Stage5;
uniform vec4 ucolor4_Stage5;
uniform vec4 ucolor5_Stage5;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_0_Stage2;
uniform sampler2D uTextureSampler_0_Stage3;
uniform sampler2D uTextureSampler_1_Stage3;
uniform sampler2D uTextureSampler_0_Stage4;
noperspective in vec3 vDashParam_Stage0;
noperspective in vec2 vCircleParams_Stage0;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
noperspective in vec2 vTransformedCoords_3_Stage0;
vec4 ColorTableEffect_Stage3_c0_c0(vec4 _input) {
    vec4 _output;
    float nonZeroAlpha = max(_input.w, 9.9999997473787516e-05);
    vec4 coord = vec4(_input.xyz / nonZeroAlpha, nonZeroAlpha);
    coord = coord * 0.9960939884185791 + vec4(0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579);
    _output.w = texture(uTextureSampler_0_Stage3, vec2(coord.w, 0.125)).w;
    _output.x = texture(uTextureSampler_0_Stage3, vec2(coord.x, 0.375)).w;
    _output.y = texture(uTextureSampler_0_Stage3, vec2(coord.y, 0.625)).w;
    _output.z = texture(uTextureSampler_0_Stage3, vec2(coord.z, 0.875)).w;
    _output.xyz *= _output.w;
    return _output;
}
vec4 RRectBlurEffect_Stage3_c1_c0(vec4 _input) {
    vec4 _output;
    vec2 translatedFragPos = gl_FragCoord.xy - uproxyRect_Stage3_c1_c0.xy;
    float threshold = ucornerRadius_Stage3_c1_c0 + 2.0 * ublurRadius_Stage3_c1_c0;
    vec2 middle = (uproxyRect_Stage3_c1_c0.zw - uproxyRect_Stage3_c1_c0.xy) - 2.0 * threshold;
    if (translatedFragPos.x >= threshold && translatedFragPos.x < middle.x + threshold) {
        translatedFragPos.x = threshold;
    } else if (translatedFragPos.x >= middle.x + threshold) {
        translatedFragPos.x -= middle.x - 1.0;
    }
    if (translatedFragPos.y > threshold && translatedFragPos.y < middle.y + threshold) {
        translatedFragPos.y = threshold;
    } else if (translatedFragPos.y >= middle.y + threshold) {
        translatedFragPos.y -= middle.y - 1.0;
    }
    vec2 proxyDims = vec2(2.0 * threshold + 1.0);
    vec2 texCoord = translatedFragPos / proxyDims;
    _output = _input * texture(uTextureSampler_1_Stage3, texCoord);
    return _output;
}
vec4 light_Stage4_c2_c0(vec3 normal, vec3 surfaceToLight, vec3 lightColor) {
    vec3 halfDir = normalize(surfaceToLight + vec3(0.0, 0.0, 1.0));
    float colorScale = uKS_Stage4_c2_c0 * pow(dot(normal, halfDir), uShininess_Stage4_c2_c0);
    vec3 color = lightColor * clamp(colorScale, 0.0, 1.0);
    return vec4(color, max(max(color.x, color.y), color.z));
}
float sobel_Stage4_c2_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_Stage4_c2_c0(float x, float y, float scale) {
    return normalize(vec3(-x * scale, -y * scale, 1.0));
}
vec3 normal_Stage4_c2_c0(float m[9], float surfaceScale) {
    return pointToNormal_Stage4_c2_c0(sobel_Stage4_c2_c0(0.0, 0.0, m[4], m[5], m[7], m[8], 0.66666698455810547), sobel_Stage4_c2_c0(0.0, 0.0, m[4], m[7], m[5], m[8], 0.66666698455810547), surfaceScale);
}
vec4 SpecularLighting_Stage4_c2_c0(vec4 _input, vec2 _coords) {
    _coords = _coords * uCoordTransformMatrix_2_Stage0.xz + uCoordTransformMatrix_2_Stage0.yw;
    vec4 _output;
    vec2 coord = _coords;
    float m[9];
    vec4 temp0;
    {
        vec2 origCoord = coord + vec2(-1.0, 1.0) * uImageIncrement_Stage4_c2_c0;
        vec2 clampedCoord;
        clampedCoord = clamp(origCoord, uTexDom_Stage4_c2_c0.xy, uTexDom_Stage4_c2_c0.zw);
        vec4 textureColor = texture(uTextureSampler_0_Stage4, clampedCoord);
        float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage4_c2_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage4_c2_c0.y);
        if (err > uDecalParams_Stage4_c2_c0.z) {
            err = 1.0;
        } else if (uDecalParams_Stage4_c2_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_Stage4_c2_c0;
        vec2 clampedCoord;
        clampedCoord = clamp(origCoord, uTexDom_Stage4_c2_c0.xy, uTexDom_Stage4_c2_c0.zw);
        vec4 textureColor = texture(uTextureSampler_0_Stage4, clampedCoord);
        float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage4_c2_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage4_c2_c0.y);
        if (err > uDecalParams_Stage4_c2_c0.z) {
            err = 1.0;
        } else if (uDecalParams_Stage4_c2_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_Stage4_c2_c0;
        vec2 clampedCoord;
        clampedCoord = clamp(origCoord, uTexDom_Stage4_c2_c0.xy, uTexDom_Stage4_c2_c0.zw);
        vec4 textureColor = texture(uTextureSampler_0_Stage4, clampedCoord);
        float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage4_c2_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage4_c2_c0.y);
        if (err > uDecalParams_Stage4_c2_c0.z) {
            err = 1.0;
        } else if (uDecalParams_Stage4_c2_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_Stage4_c2_c0;
        vec2 clampedCoord;
        clampedCoord = clamp(origCoord, uTexDom_Stage4_c2_c0.xy, uTexDom_Stage4_c2_c0.zw);
        vec4 textureColor = texture(uTextureSampler_0_Stage4, clampedCoord);
        float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage4_c2_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage4_c2_c0.y);
        if (err > uDecalParams_Stage4_c2_c0.z) {
            err = 1.0;
        } else if (uDecalParams_Stage4_c2_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_Stage4_c2_c0.xy, uTexDom_Stage4_c2_c0.zw);
        vec4 textureColor = texture(uTextureSampler_0_Stage4, clampedCoord);
        float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage4_c2_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage4_c2_c0.y);
        if (err > uDecalParams_Stage4_c2_c0.z) {
            err = 1.0;
        } else if (uDecalParams_Stage4_c2_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_Stage4_c2_c0;
        vec2 clampedCoord;
        clampedCoord = clamp(origCoord, uTexDom_Stage4_c2_c0.xy, uTexDom_Stage4_c2_c0.zw);
        vec4 textureColor = texture(uTextureSampler_0_Stage4, clampedCoord);
        float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage4_c2_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage4_c2_c0.y);
        if (err > uDecalParams_Stage4_c2_c0.z) {
            err = 1.0;
        } else if (uDecalParams_Stage4_c2_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_Stage4_c2_c0;
        vec2 clampedCoord;
        clampedCoord = clamp(origCoord, uTexDom_Stage4_c2_c0.xy, uTexDom_Stage4_c2_c0.zw);
        vec4 textureColor = texture(uTextureSampler_0_Stage4, clampedCoord);
        float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage4_c2_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage4_c2_c0.y);
        if (err > uDecalParams_Stage4_c2_c0.z) {
            err = 1.0;
        } else if (uDecalParams_Stage4_c2_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_Stage4_c2_c0;
        vec2 clampedCoord;
        clampedCoord = clamp(origCoord, uTexDom_Stage4_c2_c0.xy, uTexDom_Stage4_c2_c0.zw);
        vec4 textureColor = texture(uTextureSampler_0_Stage4, clampedCoord);
        float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage4_c2_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage4_c2_c0.y);
        if (err > uDecalParams_Stage4_c2_c0.z) {
            err = 1.0;
        } else if (uDecalParams_Stage4_c2_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_Stage4_c2_c0;
        vec2 clampedCoord;
        clampedCoord = clamp(origCoord, uTexDom_Stage4_c2_c0.xy, uTexDom_Stage4_c2_c0.zw);
        vec4 textureColor = texture(uTextureSampler_0_Stage4, clampedCoord);
        float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage4_c2_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage4_c2_c0.y);
        if (err > uDecalParams_Stage4_c2_c0.z) {
            err = 1.0;
        } else if (uDecalParams_Stage4_c2_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 = uLightDirection_Stage4_c2_c0;
    _output = light_Stage4_c2_c0(normal_Stage4_c2_c0(m, uSurfaceScale_Stage4_c2_c0), surfaceToLight, uLightColor_Stage4_c2_c0);
    _output *= _input;
    return _output;
}
vec4 blend_xor(vec4 src, vec4 dst) {
    return (1.0 - dst.w) * src + (1.0 - src.w) * dst;
}
void main() {
    vec4 outputColor_Stage0;
    vec4 outputCoverage_Stage0;
    {
        outputColor_Stage0 = uColor_Stage0;
        float xShifted = vDashParam_Stage0.x - floor(vDashParam_Stage0.x / vDashParam_Stage0.z) * vDashParam_Stage0.z;
        vec2 fragPosShifted = vec2(xShifted, vDashParam_Stage0.y);
        vec2 center = vec2(vCircleParams_Stage0.y, 0.0);
        float dist = length(center - fragPosShifted);
        float alpha = 1.0;
        alpha *= dist < vCircleParams_Stage0.x + 0.5 ? 1.0 : 0.0;
        outputCoverage_Stage0 = vec4(alpha);
    }
    vec4 output_Stage1;
    {
        output_Stage1 = vec4(1.0, 1.0, 1.0, 1.0);
        vec2 coord = vTransformedCoords_0_Stage0;
        coord.x -= 5.0 * uPixelSize_Stage1;
        for (int i = 0;i < 11; i++) {
            output_Stage1 = min(output_Stage1, texture(uTextureSampler_0_Stage1, coord));
            coord.x += uPixelSize_Stage1;
        }
        output_Stage1 *= outputColor_Stage0;
    }
    vec4 output_Stage2;
    {
        vec2 vec = vec2((gl_FragCoord.x - ucircleData_Stage2.x) * ucircleData_Stage2.w, (gl_FragCoord.y - ucircleData_Stage2.y) * ucircleData_Stage2.w);
        float dist = length(vec) + (0.5 - ucircleData_Stage2.z) * ucircleData_Stage2.w;
        output_Stage2 = output_Stage1 * texture(uTextureSampler_0_Stage2, vec2(dist, 0.5)).w;
    }
    vec4 output_Stage3;
    {
        vec4 inputColor = vec4(output_Stage2.xyz, 1.0);
        output_Stage3 = blend_xor(ColorTableEffect_Stage3_c0_c0(inputColor), RRectBlurEffect_Stage3_c1_c0(inputColor));
        output_Stage3 *= output_Stage2.w;
    }
    vec4 output_Stage4;
    {
        float coord = vTransformedCoords_1_Stage0.y - 0.5;
        float f = fract(coord);
        coord += 0.5 - f;
        float f2 = f * f;
        vec4 w = mat4(0.055555555555555552, 0.88888888888888884, 0.055555555555555552, 0.0, -0.5, 0.0, 0.5, 0.0, 0.83333333333333337, -2.0, 1.5, -0.33333333333333331, -0.3888888888888889, 1.1666666666666667, -1.1666666666666667, 0.3888888888888889) * vec4(1.0, f, f2, f2 * f);
        vec4 c[4];
        c[0] = SpecularLighting_Stage4_c2_c0(vec4(1.0), vec2(vTransformedCoords_1_Stage0.x, coord + -1.0));
        c[1] = SpecularLighting_Stage4_c2_c0(vec4(1.0), vec2(vTransformedCoords_1_Stage0.x, coord));
        c[2] = SpecularLighting_Stage4_c2_c0(vec4(1.0), vec2(vTransformedCoords_1_Stage0.x, coord + 1.0));
        c[3] = SpecularLighting_Stage4_c2_c0(vec4(1.0), vec2(vTransformedCoords_1_Stage0.x, coord + 2.0));
        vec4 bicubicColor = ((c[0] * w.x + c[1] * w.y) + c[2] * w.z) + c[3] * w.w;
        bicubicColor = clamp(bicubicColor, 0.0, 1.0);
        output_Stage4 = bicubicColor * output_Stage3;
    }
    vec4 output_Stage5;
    {
        output_Stage5 = output_Stage4;
        float alpha = 255.0 * output_Stage5.w;
        if (alpha < 0.5) {
            output_Stage5 = ucolor0_Stage5;
        } else if (alpha < 1.5) {
            output_Stage5 = ucolor1_Stage5;
        } else if (alpha < 2.5) {
            output_Stage5 = ucolor2_Stage5;
        } else if (alpha < 3.5) {
            output_Stage5 = ucolor3_Stage5;
        } else if (alpha < 4.5) {
            output_Stage5 = ucolor4_Stage5;
        } else {
            output_Stage5 = ucolor5_Stage5;
        }
    }
    {
        sk_FragColor = outputCoverage_Stage0 * output_Stage5;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
uniform mat3 uCoordTransformMatrix_3_Stage0;
in vec2 inPosition;
in vec3 inDashParams;
in vec2 inCircleParams;
noperspective out vec3 vDashParam_Stage0;
noperspective out vec2 vCircleParams_Stage0;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_Stage0;
noperspective out vec2 vTransformedCoords_3_Stage0;
void main() {
    vDashParam_Stage0 = inDashParams;
    vCircleParams_Stage0 = inCircleParams;
    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;
    vTransformedCoords_3_Stage0 = (uCoordTransformMatrix_3_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);
}