summaryrefslogtreecommitdiff
path: root/shaders/skia/154-7.shader_test
blob: e00fcda8d02f7b6920dd8244d5977327db30fd9d (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
[require]
GLSL >= 1.40
GL_KHR_blend_equation_advanced

[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 float uCoverage_Stage0;
uniform vec4 ucolor0_Stage1;
uniform vec4 ucolor1_Stage1;
uniform vec4 ucolor2_Stage1;
uniform vec4 ucolor3_Stage1;
uniform vec4 ucolor4_Stage1;
uniform vec4 ucolor5_Stage1;
uniform vec4 uinnerRect_Stage2;
uniform vec2 uradiusPlusHalf_Stage2;
uniform vec2 ubaseFrequency_Stage3_c0_c0;
uniform vec2 ustitchData_Stage3_c0_c0;
uniform vec4 uellipse_Stage4;
uniform sampler2D uTextureSampler_0_Stage3;
uniform sampler2D uTextureSampler_1_Stage3;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec3 vTransformedCoords_1_Stage0;
float perlinnoise_Stage3_c0_c0(float chanCoord, vec2 noiseVec, vec2 stitchData) {
    vec4 floorVal;
    floorVal.xy = floor(noiseVec);
    floorVal.zw = floorVal.xy + vec2(1.0);
    vec2 fractVal = fract(noiseVec);
    vec2 noiseSmooth = (fractVal * fractVal) * (vec2(3.0) - vec2(2.0) * fractVal);
    if (floorVal.x >= stitchData.x) {
        floorVal.x -= stitchData.x;
    }
    if (floorVal.y >= stitchData.y) {
        floorVal.y -= stitchData.y;
    }
    if (floorVal.z >= stitchData.x) {
        floorVal.z -= stitchData.x;
    }
    if (floorVal.w >= stitchData.y) {
        floorVal.w -= stitchData.y;
    }
    floorVal = fract(floor(mod(floorVal, 256.0)) / vec4(256.0));
    vec2 latticeIdx;
    latticeIdx.x = texture(uTextureSampler_0_Stage3, vec2(floorVal.x, 0.5)).x;
    latticeIdx.y = texture(uTextureSampler_0_Stage3, vec2(floorVal.z, 0.5)).x;
    vec4 bcoords = fract(latticeIdx.xyxy + floorVal.yyww);
    vec2 uv;
    vec4 lattice = texture(uTextureSampler_1_Stage3, vec2(bcoords.x, chanCoord)).zyxw;
    uv.x = dot((lattice.yw + lattice.xz * vec2(0.00390625)) * vec2(2.0) - vec2(1.0), fractVal);
    fractVal.x -= 1.0;
    lattice = texture(uTextureSampler_1_Stage3, vec2(bcoords.y, chanCoord)).zyxw;
    uv.y = dot((lattice.yw + lattice.xz * vec2(0.00390625)) * vec2(2.0) - vec2(1.0), fractVal);
    vec2 ab;
    ab.x = mix(uv.x, uv.y, noiseSmooth.x);
    fractVal.y -= 1.0;
    lattice = texture(uTextureSampler_1_Stage3, vec2(bcoords.w, chanCoord)).zyxw;
    uv.y = dot((lattice.yw + lattice.xz * vec2(0.00390625)) * vec2(2.0) - vec2(1.0), fractVal);
    fractVal.x += 1.0;
    lattice = texture(uTextureSampler_1_Stage3, vec2(bcoords.z, chanCoord)).zyxw;
    uv.x = dot((lattice.yw + lattice.xz * vec2(0.00390625)) * vec2(2.0) - vec2(1.0), fractVal);
    ab.y = mix(uv.x, uv.y, noiseSmooth.x);
    return mix(ab.x, ab.y, noiseSmooth.y);
}
vec4 PerlinNoise_Stage3_c0_c0(vec4 _input) {
    vec4 _output;
    vec2 vTransformedCoords_1_Stage0_ensure2D = vTransformedCoords_1_Stage0.xy / vTransformedCoords_1_Stage0.z;
    vec2 noiseVec = floor(vTransformedCoords_1_Stage0_ensure2D) * ubaseFrequency_Stage3_c0_c0;
    _output = vec4(0.0);
    vec2 stitchData = ustitchData_Stage3_c0_c0;
    float ratio = 1.0;
    for (int octave = 0;octave < 2; ++octave) {
        _output += abs(vec4(perlinnoise_Stage3_c0_c0(0.125, noiseVec, stitchData), perlinnoise_Stage3_c0_c0(0.375, noiseVec, stitchData), perlinnoise_Stage3_c0_c0(0.625, noiseVec, stitchData), perlinnoise_Stage3_c0_c0(0.875, noiseVec, stitchData))) * ratio;
        noiseVec *= vec2(2.0);
        ratio *= 0.5;
        stitchData *= vec2(2.0);
    }
    _output = clamp(_output, 0.0, 1.0);
    _output = vec4(_output.xyz * _output.www, _output.w);
    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);
}
void main() {
    vec4 outputColor_Stage0;
    vec4 outputCoverage_Stage0;
    {
        outputColor_Stage0 = uColor_Stage0;
        outputCoverage_Stage0 = vec4(uCoverage_Stage0);
    }
    vec4 output_Stage1;
    {
        output_Stage1 = outputColor_Stage0;
        float alpha = 255.0 * output_Stage1.w;
        if (alpha < 0.5) {
            output_Stage1 = ucolor0_Stage1;
        } else if (alpha < 1.5) {
            output_Stage1 = ucolor1_Stage1;
        } else if (alpha < 2.5) {
            output_Stage1 = ucolor2_Stage1;
        } else if (alpha < 3.5) {
            output_Stage1 = ucolor3_Stage1;
        } else if (alpha < 4.5) {
            output_Stage1 = ucolor4_Stage1;
        } else {
            output_Stage1 = ucolor5_Stage1;
        }
    }
    vec4 output_Stage2;
    {
        vec2 dxy0 = uinnerRect_Stage2.xy - gl_FragCoord.xy;
        vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage2.zw;
        vec2 dxy = max(max(dxy0, dxy1), 0.0);
        float alpha = clamp(uradiusPlusHalf_Stage2.x - length(dxy), 0.0, 1.0);
        output_Stage2 = outputCoverage_Stage0 * alpha;
    }
    vec4 output_Stage3;
    {
        output_Stage3 = blend_dst_in(output_Stage2, PerlinNoise_Stage3_c0_c0(vec4(1.0)));
    }
    vec4 output_Stage4;
    {
        vec2 d = gl_FragCoord.xy - uellipse_Stage4.xy;
        vec2 Z = d * uellipse_Stage4.zw;
        float implicit = dot(Z, d) - 1.0;
        float grad_dot = 4.0 * dot(Z, Z);
        {
            grad_dot = max(grad_dot, 1.1754999560161448e-38);
        }
        float approx_dist = implicit * inversesqrt(grad_dot);
        float alpha;
        {
            alpha = clamp(0.5 + approx_dist, 0.0, 1.0);
        }
        output_Stage4 = output_Stage3 * alpha;
    }
    {
        sk_FragColor = output_Stage4 * output_Stage1;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uViewM_Stage0;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
in vec2 inPosition;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec3 vTransformedCoords_1_Stage0;
void main() {
    vec2 pos2 = (uViewM_Stage0 * vec3(inPosition, 1.0)).xy;
    vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy;
    vTransformedCoords_1_Stage0 = uCoordTransformMatrix_1_Stage0 * vec3(inPosition, 1.0);
    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);
}