summaryrefslogtreecommitdiff
path: root/shaders/skia/127-6.shader_test
blob: dd9518d1e4046db514270c67c5a80a02c00c355e (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
[require]
GLSL >= 1.40

[fragment shader]
#version 140

out vec4 sk_FragColor;
uniform vec2 uImageIncrement_Stage1;
uniform float uSurfaceScale_Stage1;
uniform vec3 uLightColor_Stage1;
uniform float uKS_Stage1;
uniform float uShininess_Stage1;
uniform vec3 uLightDirection_Stage1;
uniform sampler2D uTextureSampler_0_Stage1;
noperspective in vec2 vTransformedCoords_0_Stage0;
vec4 light_Stage1(vec3 normal, vec3 surfaceToLight, vec3 lightColor) {
    vec3 halfDir = normalize(surfaceToLight + vec3(0.0, 0.0, 1.0));
    float colorScale = uKS_Stage1 * pow(dot(normal, halfDir), uShininess_Stage1);
    vec3 color = lightColor * clamp(colorScale, 0.0, 1.0);
    return vec4(color, max(max(color.x, color.y), color.z));
}
float sobel_Stage1(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(float x, float y, float scale) {
    return normalize(vec3(-x * scale, -y * scale, 1.0));
}
vec3 normal_Stage1(float m[9], float surfaceScale) {
    return pointToNormal_Stage1(sobel_Stage1(m[0], m[2], m[3], m[5], m[6], m[8], 0.25), sobel_Stage1(m[0], m[6], m[1], m[7], m[2], m[8], 0.25), surfaceScale);
}
void main() {
    vec4 output_Stage1;
    {
        vec2 coord = vTransformedCoords_0_Stage0;
        float m[9];
        vec4 temp0;
        {
            vec2 origCoord = coord + vec2(-1.0, 1.0) * uImageIncrement_Stage1;
            vec2 clampedCoord;
            clampedCoord = origCoord;
            vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
            temp0 = textureColor;
        }
        m[0] = temp0.w;
        vec4 temp1;
        {
            vec2 origCoord = coord + vec2(0.0, 1.0) * uImageIncrement_Stage1;
            vec2 clampedCoord;
            clampedCoord = origCoord;
            vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
            temp1 = textureColor;
        }
        m[1] = temp1.w;
        vec4 temp2;
        {
            vec2 origCoord = coord + uImageIncrement_Stage1;
            vec2 clampedCoord;
            clampedCoord = origCoord;
            vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
            temp2 = textureColor;
        }
        m[2] = temp2.w;
        vec4 temp3;
        {
            vec2 origCoord = coord + vec2(-1.0, 0.0) * uImageIncrement_Stage1;
            vec2 clampedCoord;
            clampedCoord = origCoord;
            vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
            temp3 = textureColor;
        }
        m[3] = temp3.w;
        vec4 temp4;
        {
            vec2 origCoord = coord;
            vec2 clampedCoord;
            clampedCoord = origCoord;
            vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
            temp4 = textureColor;
        }
        m[4] = temp4.w;
        vec4 temp5;
        {
            vec2 origCoord = coord + vec2(1.0, 0.0) * uImageIncrement_Stage1;
            vec2 clampedCoord;
            clampedCoord = origCoord;
            vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
            temp5 = textureColor;
        }
        m[5] = temp5.w;
        vec4 temp6;
        {
            vec2 origCoord = coord + vec2(-1.0, -1.0) * uImageIncrement_Stage1;
            vec2 clampedCoord;
            clampedCoord = origCoord;
            vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
            temp6 = textureColor;
        }
        m[6] = temp6.w;
        vec4 temp7;
        {
            vec2 origCoord = coord + vec2(0.0, -1.0) * uImageIncrement_Stage1;
            vec2 clampedCoord;
            clampedCoord = origCoord;
            vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
            temp7 = textureColor;
        }
        m[7] = temp7.w;
        vec4 temp8;
        {
            vec2 origCoord = coord + vec2(1.0, -1.0) * uImageIncrement_Stage1;
            vec2 clampedCoord;
            clampedCoord = origCoord;
            vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
            temp8 = textureColor;
        }
        m[8] = temp8.w;
        vec3 surfaceToLight = uLightDirection_Stage1;
        output_Stage1 = light_Stage1(normal_Stage1(m, uSurfaceScale_Stage1), surfaceToLight, uLightColor_Stage1);
    }
    {
        sk_FragColor = output_Stage1;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec2 position;
in vec2 localCoord;
noperspective out vec2 vTransformedCoords_0_Stage0;
void main() {
    vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy;
    gl_Position = vec4(position.x, position.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);
}