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path: root/shaders/skia/1879.shader_test
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[require]
GLSL >= 1.40

[fragment shader]
#version 140

#extension GL_KHR_blend_equation_advanced : require
out vec4 sk_FragColor;
layout (blend_support_all_equations) out ;
uniform vec2 uImageIncrement_Stage1;
uniform float uSurfaceScale_Stage1;
uniform vec3 uLightColor_Stage1;
uniform float uKS_Stage1;
uniform float uShininess_Stage1;
uniform vec4 uTexDom_Stage1;
uniform vec3 uDecalParams_Stage1;
uniform vec3 uLightLocation_Stage1;
uniform sampler2D uTextureSampler_0_Stage0;
uniform sampler2D uTextureSampler_0_Stage1;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vtextureCoords_Stage0;
flat in vec4 vtextureDomain_Stage0;
flat in vec4 vcolor_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[1], m[2], m[4], m[5], 0.0, 0.0, 0.66666698455810547), sobel_Stage1(0.0, 0.0, m[1], m[4], m[2], m[5], 0.66666698455810547), surfaceScale);
}
void main() {
    vec4 outputColor_Stage0;
    {
        vec2 textureCoords;
        textureCoords = vtextureCoords_Stage0;
        vec4 textureDomain;
        textureDomain = vtextureDomain_Stage0;
        outputColor_Stage0 = vcolor_Stage0;
        outputColor_Stage0 = texture(uTextureSampler_0_Stage0, clamp(textureCoords, textureDomain.xy, textureDomain.zw)) * outputColor_Stage0;
    }
    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 = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw);
            vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
            float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y);
            if (err > uDecalParams_Stage1.z) {
                err = 1.0;
            } else if (uDecalParams_Stage1.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_Stage1;
            vec2 clampedCoord;
            clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw);
            vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
            float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y);
            if (err > uDecalParams_Stage1.z) {
                err = 1.0;
            } else if (uDecalParams_Stage1.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_Stage1;
            vec2 clampedCoord;
            clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw);
            vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
            float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y);
            if (err > uDecalParams_Stage1.z) {
                err = 1.0;
            } else if (uDecalParams_Stage1.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_Stage1;
            vec2 clampedCoord;
            clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw);
            vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
            float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y);
            if (err > uDecalParams_Stage1.z) {
                err = 1.0;
            } else if (uDecalParams_Stage1.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_Stage1.xy, uTexDom_Stage1.zw);
            vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
            float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y);
            if (err > uDecalParams_Stage1.z) {
                err = 1.0;
            } else if (uDecalParams_Stage1.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_Stage1;
            vec2 clampedCoord;
            clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw);
            vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
            float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y);
            if (err > uDecalParams_Stage1.z) {
                err = 1.0;
            } else if (uDecalParams_Stage1.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_Stage1;
            vec2 clampedCoord;
            clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw);
            vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
            float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y);
            if (err > uDecalParams_Stage1.z) {
                err = 1.0;
            } else if (uDecalParams_Stage1.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_Stage1;
            vec2 clampedCoord;
            clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw);
            vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
            float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y);
            if (err > uDecalParams_Stage1.z) {
                err = 1.0;
            } else if (uDecalParams_Stage1.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_Stage1;
            vec2 clampedCoord;
            clampedCoord = clamp(origCoord, uTexDom_Stage1.xy, uTexDom_Stage1.zw);
            vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
            float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1.y);
            if (err > uDecalParams_Stage1.z) {
                err = 1.0;
            } else if (uDecalParams_Stage1.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_Stage1 - vec3(gl_FragCoord.xy, uSurfaceScale_Stage1 * m[4]));
        output_Stage1 = light_Stage1(normal_Stage1(m, uSurfaceScale_Stage1), surfaceToLight, uLightColor_Stage1);
        output_Stage1 *= outputColor_Stage0;
    }
    {
        sk_FragColor = output_Stage1;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec2 position;
in vec2 textureCoords;
in vec4 textureDomain;
in vec4 color;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vtextureCoords_Stage0;
flat out vec4 vtextureDomain_Stage0;
flat out vec4 vcolor_Stage0;
void main() {
    vec2 pos2 = position;
    vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(textureCoords, 1.0)).xy;
    vtextureCoords_Stage0 = textureCoords;
    vtextureDomain_Stage0 = textureDomain;
    vcolor_Stage0 = color;
    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);
}