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[require]
GLSL >= 1.40
GL_KHR_blend_equation_advanced

[fragment shader]
#version 140

#extension GL_KHR_blend_equation_advanced : require
out vec4 sk_FragColor;
layout (blend_support_all_equations) out ;
uniform vec4 uColor_Stage0;
uniform vec4 ucircleData_Stage1;
uniform vec2 uImageIncrement_Stage2;
uniform vec2 uBounds_Stage2;
uniform vec4 uKernel_Stage2[2];
uniform vec2 uImageIncrement_Stage4;
uniform float uSurfaceScale_Stage4;
uniform vec3 uLightColor_Stage4;
uniform float uKS_Stage4;
uniform float uShininess_Stage4;
uniform vec4 uTexDom_Stage4;
uniform vec3 uDecalParams_Stage4;
uniform vec3 uLightLocation_Stage4;
uniform float ucornerRadius_Stage5;
uniform vec4 uproxyRect_Stage5;
uniform float ublurRadius_Stage5;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_0_Stage2;
uniform sampler2D uTextureSampler_0_Stage4;
uniform sampler2D uTextureSampler_0_Stage5;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
vec4 light_Stage4(vec3 normal, vec3 surfaceToLight, vec3 lightColor) {
    vec3 halfDir = normalize(surfaceToLight + vec3(0.0, 0.0, 1.0));
    float colorScale = uKS_Stage4 * pow(dot(normal, halfDir), uShininess_Stage4);
    vec3 color = lightColor * clamp(colorScale, 0.0, 1.0);
    return vec4(color, max(max(color.x, color.y), color.z));
}
float sobel_Stage4(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(float x, float y, float scale) {
    return normalize(vec3(-x * scale, -y * scale, 1.0));
}
vec3 normal_Stage4(float m[9], float surfaceScale) {
    return pointToNormal_Stage4(sobel_Stage4(0.0, 0.0, m[3], m[4], m[6], m[7], 0.66666698455810547), sobel_Stage4(m[3], m[6], m[4], m[7], 0.0, 0.0, 0.66666698455810547), surfaceScale);
}
void main() {
    vec4 outputColor_Stage0;
    {
        outputColor_Stage0 = uColor_Stage0;
    }
    vec4 output_Stage1;
    {
        vec2 vec = vec2((gl_FragCoord.x - ucircleData_Stage1.x) * ucircleData_Stage1.w, (gl_FragCoord.y - ucircleData_Stage1.y) * ucircleData_Stage1.w);
        float dist = length(vec) + (0.5 - ucircleData_Stage1.z) * ucircleData_Stage1.w;
        output_Stage1 = outputColor_Stage0 * texture(uTextureSampler_0_Stage1, vec2(dist, 0.5)).w;
    }
    vec4 output_Stage2;
    {
        output_Stage2 = vec4(0.0, 0.0, 0.0, 0.0);
        vec2 coord = vTransformedCoords_0_Stage0 - 2.0 * uImageIncrement_Stage2;
        vec2 coordSampled = vec2(0.0, 0.0);
        coordSampled = coord;
        coordSampled.x = mod(coord.x - uBounds_Stage2.x, uBounds_Stage2.y - uBounds_Stage2.x) + uBounds_Stage2.x;
        output_Stage2 += texture(uTextureSampler_0_Stage2, coordSampled) * uKernel_Stage2[0].x;
        coord += uImageIncrement_Stage2;
        coordSampled = coord;
        coordSampled.x = mod(coord.x - uBounds_Stage2.x, uBounds_Stage2.y - uBounds_Stage2.x) + uBounds_Stage2.x;
        output_Stage2 += texture(uTextureSampler_0_Stage2, coordSampled) * uKernel_Stage2[0].y;
        coord += uImageIncrement_Stage2;
        coordSampled = coord;
        coordSampled.x = mod(coord.x - uBounds_Stage2.x, uBounds_Stage2.y - uBounds_Stage2.x) + uBounds_Stage2.x;
        output_Stage2 += texture(uTextureSampler_0_Stage2, coordSampled) * uKernel_Stage2[0].z;
        coord += uImageIncrement_Stage2;
        coordSampled = coord;
        coordSampled.x = mod(coord.x - uBounds_Stage2.x, uBounds_Stage2.y - uBounds_Stage2.x) + uBounds_Stage2.x;
        output_Stage2 += texture(uTextureSampler_0_Stage2, coordSampled) * uKernel_Stage2[0].w;
        coord += uImageIncrement_Stage2;
        coordSampled = coord;
        coordSampled.x = mod(coord.x - uBounds_Stage2.x, uBounds_Stage2.y - uBounds_Stage2.x) + uBounds_Stage2.x;
        output_Stage2 += texture(uTextureSampler_0_Stage2, coordSampled) * uKernel_Stage2[1].x;
        coord += uImageIncrement_Stage2;
        output_Stage2 *= output_Stage1;
    }
    vec4 output_Stage3;
    {
        output_Stage3 = output_Stage2;
    }
    vec4 output_Stage4;
    {
        vec2 coord = vTransformedCoords_1_Stage0;
        float m[9];
        vec4 temp0;
        {
            vec2 origCoord = coord + vec2(-1.0, 1.0) * uImageIncrement_Stage4;
            vec2 clampedCoord;
            clampedCoord = clamp(origCoord, uTexDom_Stage4.xy, uTexDom_Stage4.zw);
            vec4 textureColor = texture(uTextureSampler_0_Stage4, clampedCoord);
            float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage4.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage4.y);
            if (err > uDecalParams_Stage4.z) {
                err = 1.0;
            } else if (uDecalParams_Stage4.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;
            vec2 clampedCoord;
            clampedCoord = clamp(origCoord, uTexDom_Stage4.xy, uTexDom_Stage4.zw);
            vec4 textureColor = texture(uTextureSampler_0_Stage4, clampedCoord);
            float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage4.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage4.y);
            if (err > uDecalParams_Stage4.z) {
                err = 1.0;
            } else if (uDecalParams_Stage4.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;
            vec2 clampedCoord;
            clampedCoord = clamp(origCoord, uTexDom_Stage4.xy, uTexDom_Stage4.zw);
            vec4 textureColor = texture(uTextureSampler_0_Stage4, clampedCoord);
            float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage4.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage4.y);
            if (err > uDecalParams_Stage4.z) {
                err = 1.0;
            } else if (uDecalParams_Stage4.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;
            vec2 clampedCoord;
            clampedCoord = clamp(origCoord, uTexDom_Stage4.xy, uTexDom_Stage4.zw);
            vec4 textureColor = texture(uTextureSampler_0_Stage4, clampedCoord);
            float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage4.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage4.y);
            if (err > uDecalParams_Stage4.z) {
                err = 1.0;
            } else if (uDecalParams_Stage4.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.xy, uTexDom_Stage4.zw);
            vec4 textureColor = texture(uTextureSampler_0_Stage4, clampedCoord);
            float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage4.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage4.y);
            if (err > uDecalParams_Stage4.z) {
                err = 1.0;
            } else if (uDecalParams_Stage4.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;
            vec2 clampedCoord;
            clampedCoord = clamp(origCoord, uTexDom_Stage4.xy, uTexDom_Stage4.zw);
            vec4 textureColor = texture(uTextureSampler_0_Stage4, clampedCoord);
            float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage4.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage4.y);
            if (err > uDecalParams_Stage4.z) {
                err = 1.0;
            } else if (uDecalParams_Stage4.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;
            vec2 clampedCoord;
            clampedCoord = clamp(origCoord, uTexDom_Stage4.xy, uTexDom_Stage4.zw);
            vec4 textureColor = texture(uTextureSampler_0_Stage4, clampedCoord);
            float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage4.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage4.y);
            if (err > uDecalParams_Stage4.z) {
                err = 1.0;
            } else if (uDecalParams_Stage4.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;
            vec2 clampedCoord;
            clampedCoord = clamp(origCoord, uTexDom_Stage4.xy, uTexDom_Stage4.zw);
            vec4 textureColor = texture(uTextureSampler_0_Stage4, clampedCoord);
            float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage4.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage4.y);
            if (err > uDecalParams_Stage4.z) {
                err = 1.0;
            } else if (uDecalParams_Stage4.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;
            vec2 clampedCoord;
            clampedCoord = clamp(origCoord, uTexDom_Stage4.xy, uTexDom_Stage4.zw);
            vec4 textureColor = texture(uTextureSampler_0_Stage4, clampedCoord);
            float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage4.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage4.y);
            if (err > uDecalParams_Stage4.z) {
                err = 1.0;
            } else if (uDecalParams_Stage4.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_Stage4 - vec3(gl_FragCoord.xy, uSurfaceScale_Stage4 * m[4]));
        output_Stage4 = light_Stage4(normal_Stage4(m, uSurfaceScale_Stage4), surfaceToLight, uLightColor_Stage4);
        output_Stage4 *= output_Stage3;
    }
    vec4 output_Stage5;
    {
        vec2 translatedFragPos = gl_FragCoord.xy - uproxyRect_Stage5.xy;
        float threshold = ucornerRadius_Stage5 + 2.0 * ublurRadius_Stage5;
        vec2 middle = (uproxyRect_Stage5.zw - uproxyRect_Stage5.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_Stage5 = texture(uTextureSampler_0_Stage5, texCoord);
    }
    {
        sk_FragColor = output_Stage5 * output_Stage4;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
in vec2 position;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_Stage0;
void main() {
    vec2 pos2 = position;
    vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(position, 1.0)).xy;
    vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(position, 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);
}