summaryrefslogtreecommitdiff
path: root/shaders/skia/1327.shader_test
blob: a1cc8349f49b64420beeccedd72aeb7408f4dc45 (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
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
[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 uleftBorderColor_Stage1_c0_c0;
uniform vec4 urightBorderColor_Stage1_c0_c0;
uniform vec4 uscale0_1_Stage1_c0_c0_c1_c0;
uniform vec4 uscale2_3_Stage1_c0_c0_c1_c0;
uniform vec4 uscale4_5_Stage1_c0_c0_c1_c0;
uniform vec4 ubias0_1_Stage1_c0_c0_c1_c0;
uniform vec4 ubias2_3_Stage1_c0_c0_c1_c0;
uniform vec4 ubias4_5_Stage1_c0_c0_c1_c0;
uniform vec4 uthresholds1_7_Stage1_c0_c0_c1_c0;
uniform vec4 uthresholds9_13_Stage1_c0_c0_c1_c0;
uniform vec2 uImageIncrement_Stage2;
uniform float uSurfaceScale_Stage2;
uniform vec3 uLightColor_Stage2;
uniform float uKS_Stage2;
uniform float uShininess_Stage2;
uniform vec4 uTexDom_Stage2;
uniform vec3 uDecalParams_Stage2;
uniform vec3 uLightLocation_Stage2;
uniform vec4 urectH_Stage4_c1_c0;
uniform float uinvSixSigma_Stage4_c1_c0;
uniform vec2 uScale_Stage4_c2_c0;
uniform vec4 uTexDom_Stage4_c2_c0;
uniform vec3 uDecalParams_Stage4_c2_c0;
uniform vec4 ucircle_Stage5;
uniform sampler2D uTextureSampler_0_Stage2;
uniform sampler2D uTextureSampler_0_Stage4;
uniform sampler2D uTextureSampler_1_Stage4;
uniform sampler2D uTextureSampler_2_Stage4;
noperspective in vec4 vcolor_Stage0;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
noperspective in vec2 vTransformedCoords_2_Stage0;
noperspective in vec2 vTransformedCoords_3_Stage0;
noperspective in float vinCoverage_Stage0;
vec4 LinearGradientLayout_Stage1_c0_c0_c0_c0(vec4 _input) {
    vec4 _output;
    float t = vTransformedCoords_0_Stage0.x + 9.9999997473787516e-06;
    _output = vec4(t, 1.0, 0.0, 0.0);
    return _output;
}
vec4 UnrolledBinaryGradientColorizer_Stage1_c0_c0_c1_c0(vec4 _input) {
    vec4 _output;
    float t = _input.x;
    vec4 scale, bias;
    {
        if (t < uthresholds1_7_Stage1_c0_c0_c1_c0.y) {
            if (t < uthresholds1_7_Stage1_c0_c0_c1_c0.x) {
                scale = uscale0_1_Stage1_c0_c0_c1_c0;
                bias = ubias0_1_Stage1_c0_c0_c1_c0;
            } else {
                scale = uscale2_3_Stage1_c0_c0_c1_c0;
                bias = ubias2_3_Stage1_c0_c0_c1_c0;
            }
        } else {
            {
                scale = uscale4_5_Stage1_c0_c0_c1_c0;
                bias = ubias4_5_Stage1_c0_c0_c1_c0;
            }
        }
    }
    _output = t * scale + bias;
    return _output;
}
vec4 ClampedGradientEffect_Stage1_c0_c0(vec4 _input) {
    vec4 _output;
    vec4 t = LinearGradientLayout_Stage1_c0_c0_c0_c0(vec4(1.0));
    if (t.x < 0.0) {
        _output = uleftBorderColor_Stage1_c0_c0;
    } else if (t.x > 1.0) {
        _output = urightBorderColor_Stage1_c0_c0;
    } else {
        _output = UnrolledBinaryGradientColorizer_Stage1_c0_c0_c1_c0(t);
    }
    {
        _output.xyz *= _output.w;
    }
    return _output;
}
vec4 light_Stage2(vec3 normal, vec3 surfaceToLight, vec3 lightColor) {
    vec3 halfDir = normalize(surfaceToLight + vec3(0.0, 0.0, 1.0));
    float colorScale = uKS_Stage2 * pow(dot(normal, halfDir), uShininess_Stage2);
    vec3 color = lightColor * clamp(colorScale, 0.0, 1.0);
    return vec4(color, max(max(color.x, color.y), color.z));
}
float sobel_Stage2(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_Stage2(float x, float y, float scale) {
    return normalize(vec3(-x * scale, -y * scale, 1.0));
}
vec3 normal_Stage2(float m[9], float surfaceScale) {
    return pointToNormal_Stage2(sobel_Stage2(m[0], m[1], m[3], m[4], 0.0, 0.0, 0.66666698455810547), sobel_Stage2(m[0], m[3], m[1], m[4], 0.0, 0.0, 0.66666698455810547), surfaceScale);
}
vec4 RectBlurEffect_Stage4_c1_c0(vec4 _input) {
    vec4 _output;
    float xCoverage, yCoverage;
    {
        float x, y;
        {
            x = max(urectH_Stage4_c1_c0.x - gl_FragCoord.x, gl_FragCoord.x - urectH_Stage4_c1_c0.z);
            y = max(urectH_Stage4_c1_c0.y - gl_FragCoord.y, gl_FragCoord.y - urectH_Stage4_c1_c0.w);
        }
        xCoverage = texture(uTextureSampler_0_Stage4, vec2(x * uinvSixSigma_Stage4_c1_c0, 0.5)).w;
        yCoverage = texture(uTextureSampler_0_Stage4, vec2(y * uinvSixSigma_Stage4_c1_c0, 0.5)).w;
        _output = (_input * xCoverage) * yCoverage;
    }
    _output = (_input * xCoverage) * yCoverage;
    return _output;
}
vec4 DisplacementMap_Stage4_c2_c0(vec4 _input) {
    vec4 _output;
    vec4 dColor = texture(uTextureSampler_1_Stage4, vTransformedCoords_2_Stage0);
    dColor.xyz = dColor.w < 9.9999999747524271e-07 ? vec3(0.0) : clamp(dColor.xyz / dColor.w, 0.0, 1.0);
    vec2 cCoords = vTransformedCoords_3_Stage0 + uScale_Stage4_c2_c0 * (dColor.yz - vec2(0.5));
    {
        vec2 origCoord = cCoords;
        vec2 clampedCoord;
        clampedCoord = clamp(origCoord, uTexDom_Stage4_c2_c0.xy, uTexDom_Stage4_c2_c0.zw);
        vec4 textureColor = texture(uTextureSampler_2_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;
        }
        _output = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
    }
    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);
}
vec4 blend_src_atop(vec4 src, vec4 dst) {
    return dst.w * src + (1.0 - src.w) * dst;
}
void main() {
    vec4 outputColor_Stage0;
    vec4 outputCoverage_Stage0;
    {
        outputColor_Stage0 = vcolor_Stage0;
        float alpha = 1.0;
        alpha = vinCoverage_Stage0;
        outputCoverage_Stage0 = vec4(alpha);
    }
    vec4 output_Stage1;
    {
        output_Stage1 = blend_dst_in(outputColor_Stage0, ClampedGradientEffect_Stage1_c0_c0(vec4(1.0)));
    }
    vec4 output_Stage2;
    {
        vec2 coord = vTransformedCoords_1_Stage0;
        float m[9];
        vec4 temp0;
        {
            vec2 origCoord = coord + vec2(-1.0, 1.0) * uImageIncrement_Stage2;
            vec2 clampedCoord;
            clampedCoord = clamp(origCoord, uTexDom_Stage2.xy, uTexDom_Stage2.zw);
            vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
            float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y);
            if (err > uDecalParams_Stage2.z) {
                err = 1.0;
            } else if (uDecalParams_Stage2.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_Stage2;
            vec2 clampedCoord;
            clampedCoord = clamp(origCoord, uTexDom_Stage2.xy, uTexDom_Stage2.zw);
            vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
            float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y);
            if (err > uDecalParams_Stage2.z) {
                err = 1.0;
            } else if (uDecalParams_Stage2.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_Stage2;
            vec2 clampedCoord;
            clampedCoord = clamp(origCoord, uTexDom_Stage2.xy, uTexDom_Stage2.zw);
            vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
            float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y);
            if (err > uDecalParams_Stage2.z) {
                err = 1.0;
            } else if (uDecalParams_Stage2.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_Stage2;
            vec2 clampedCoord;
            clampedCoord = clamp(origCoord, uTexDom_Stage2.xy, uTexDom_Stage2.zw);
            vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
            float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y);
            if (err > uDecalParams_Stage2.z) {
                err = 1.0;
            } else if (uDecalParams_Stage2.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_Stage2.xy, uTexDom_Stage2.zw);
            vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
            float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y);
            if (err > uDecalParams_Stage2.z) {
                err = 1.0;
            } else if (uDecalParams_Stage2.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_Stage2;
            vec2 clampedCoord;
            clampedCoord = clamp(origCoord, uTexDom_Stage2.xy, uTexDom_Stage2.zw);
            vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
            float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y);
            if (err > uDecalParams_Stage2.z) {
                err = 1.0;
            } else if (uDecalParams_Stage2.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_Stage2;
            vec2 clampedCoord;
            clampedCoord = clamp(origCoord, uTexDom_Stage2.xy, uTexDom_Stage2.zw);
            vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
            float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y);
            if (err > uDecalParams_Stage2.z) {
                err = 1.0;
            } else if (uDecalParams_Stage2.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_Stage2;
            vec2 clampedCoord;
            clampedCoord = clamp(origCoord, uTexDom_Stage2.xy, uTexDom_Stage2.zw);
            vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
            float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y);
            if (err > uDecalParams_Stage2.z) {
                err = 1.0;
            } else if (uDecalParams_Stage2.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_Stage2;
            vec2 clampedCoord;
            clampedCoord = clamp(origCoord, uTexDom_Stage2.xy, uTexDom_Stage2.zw);
            vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
            float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y);
            if (err > uDecalParams_Stage2.z) {
                err = 1.0;
            } else if (uDecalParams_Stage2.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_Stage2 - vec3(gl_FragCoord.xy, uSurfaceScale_Stage2 * m[4]));
        output_Stage2 = light_Stage2(normal_Stage2(m, uSurfaceScale_Stage2), surfaceToLight, uLightColor_Stage2);
        output_Stage2 *= output_Stage1;
    }
    vec4 output_Stage3;
    {
        output_Stage3 = floor(output_Stage2 * 255.0 + 0.5) / 255.0;
        {
            output_Stage3.xyz = floor((output_Stage3.xyz * output_Stage3.w) * 255.0 + 0.5) / 255.0;
        }
    }
    vec4 output_Stage4;
    {
        vec4 inputColor = vec4(output_Stage3.xyz, 1.0);
        output_Stage4 = blend_src_atop(RectBlurEffect_Stage4_c1_c0(inputColor), DisplacementMap_Stage4_c2_c0(inputColor));
        output_Stage4 *= output_Stage3.w;
    }
    vec4 output_Stage5;
    {
        float d;
        {
            d = (length((ucircle_Stage5.xy - gl_FragCoord.xy) * ucircle_Stage5.w) - 1.0) * ucircle_Stage5.z;
        }
        {
            output_Stage5 = output_Stage4 * clamp(d, 0.0, 1.0);
        }
    }
    {
        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_2_Stage0;
uniform mat3 uCoordTransformMatrix_3_Stage0;
in vec2 inPosition;
in vec4 inColor;
in float inCoverage;
noperspective out vec4 vcolor_Stage0;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_Stage0;
noperspective out vec2 vTransformedCoords_2_Stage0;
noperspective out vec2 vTransformedCoords_3_Stage0;
noperspective out float vinCoverage_Stage0;
void main() {
    vec4 color = inColor;
    vcolor_Stage0 = color;
    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_2_Stage0 = (uCoordTransformMatrix_2_Stage0 * vec3(inPosition, 1.0)).xy;
    vTransformedCoords_3_Stage0 = (uCoordTransformMatrix_3_Stage0 * vec3(inPosition, 1.0)).xy;
    vinCoverage_Stage0 = inCoverage;
    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);
}