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[require]
GLSL >= 1.40

[fragment shader]
#version 140

#extension GL_ARB_fragment_coord_conventions : require
layout(origin_upper_left) in vec4 gl_FragCoord;
out vec4 sk_FragColor;
uniform vec2 uImageIncrement_Stage1_c0_c0;
uniform float uSurfaceScale_Stage1_c0_c0;
uniform vec3 uLightColor_Stage1_c0_c0;
uniform float uKS_Stage1_c0_c0;
uniform float uShininess_Stage1_c0_c0;
uniform vec4 uTexDom_Stage1_c0_c0;
uniform vec3 uDecalParams_Stage1_c0_c0;
uniform vec3 uLightLocation_Stage1_c0_c0;
uniform float uExponent_Stage1_c0_c0;
uniform float uCosInnerConeAngle_Stage1_c0_c0;
uniform float uCosOuterConeAngle_Stage1_c0_c0;
uniform float uConeScale_Stage1_c0_c0;
uniform vec3 uS_Stage1_c0_c0;
uniform vec2 uDstTextureUpperLeft_Stage2;
uniform vec2 uDstTextureCoordScale_Stage2;
uniform sampler2D uTextureSampler_0_Stage0;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uDstTextureSampler_Stage2;
noperspective in vec2 vTextureCoords_Stage0;
flat in int vTexIndex_Stage0;
noperspective in vec4 vinColor_Stage0;
noperspective in vec2 vTransformedCoords_0_Stage0;
vec4 light_Stage1_c0_c0(vec3 normal, vec3 surfaceToLight, vec3 lightColor) {
    vec3 halfDir = normalize(surfaceToLight + vec3(0.0, 0.0, 1.0));
    float colorScale = uKS_Stage1_c0_c0 * pow(dot(normal, halfDir), uShininess_Stage1_c0_c0);
    vec3 color = lightColor * clamp(colorScale, 0.0, 1.0);
    return vec4(color, max(max(color.x, color.y), color.z));
}
float sobel_Stage1_c0_c0(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_c0_c0(float x, float y, float scale) {
    return normalize(vec3(-x * scale, -y * scale, 1.0));
}
vec3 normal_Stage1_c0_c0(float m[9], float surfaceScale) {
    return pointToNormal_Stage1_c0_c0(sobel_Stage1_c0_c0(0.0, 0.0, m[3], m[5], m[6], m[8], 0.33333298563957214), sobel_Stage1_c0_c0(0.0, 0.0, m[4], m[7], m[5], m[8], 0.5), surfaceScale);
}
vec3 lightColor_Stage1_c0_c0(vec3 surfaceToLight) {
    float cosAngle = -dot(surfaceToLight, uS_Stage1_c0_c0);
    if (cosAngle < uCosOuterConeAngle_Stage1_c0_c0) {
        return vec3(0.0);
    }
    float scale = pow(cosAngle, uExponent_Stage1_c0_c0);
    if (cosAngle < uCosInnerConeAngle_Stage1_c0_c0) {
        return ((uLightColor_Stage1_c0_c0 * scale) * (cosAngle - uCosOuterConeAngle_Stage1_c0_c0)) * uConeScale_Stage1_c0_c0;
    }
    return uLightColor_Stage1_c0_c0;
}
vec4 SpecularLighting_Stage1_c0_c0(vec4 _input) {
    vec4 _output;
    vec2 coord = vTransformedCoords_0_Stage0;
    float m[9];
    vec4 temp0;
    {
        vec2 origCoord = coord + vec2(-1.0, 1.0) * uImageIncrement_Stage1_c0_c0;
        vec2 clampedCoord;
        clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0.xy, uTexDom_Stage1_c0_c0.zw);
        vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
        float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0.y);
        if (err > uDecalParams_Stage1_c0_c0.z) {
            err = 1.0;
        } else if (uDecalParams_Stage1_c0_c0.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_c0_c0;
        vec2 clampedCoord;
        clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0.xy, uTexDom_Stage1_c0_c0.zw);
        vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
        float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0.y);
        if (err > uDecalParams_Stage1_c0_c0.z) {
            err = 1.0;
        } else if (uDecalParams_Stage1_c0_c0.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_c0_c0;
        vec2 clampedCoord;
        clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0.xy, uTexDom_Stage1_c0_c0.zw);
        vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
        float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0.y);
        if (err > uDecalParams_Stage1_c0_c0.z) {
            err = 1.0;
        } else if (uDecalParams_Stage1_c0_c0.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_c0_c0;
        vec2 clampedCoord;
        clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0.xy, uTexDom_Stage1_c0_c0.zw);
        vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
        float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0.y);
        if (err > uDecalParams_Stage1_c0_c0.z) {
            err = 1.0;
        } else if (uDecalParams_Stage1_c0_c0.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_c0_c0.xy, uTexDom_Stage1_c0_c0.zw);
        vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
        float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0.y);
        if (err > uDecalParams_Stage1_c0_c0.z) {
            err = 1.0;
        } else if (uDecalParams_Stage1_c0_c0.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_c0_c0;
        vec2 clampedCoord;
        clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0.xy, uTexDom_Stage1_c0_c0.zw);
        vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
        float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0.y);
        if (err > uDecalParams_Stage1_c0_c0.z) {
            err = 1.0;
        } else if (uDecalParams_Stage1_c0_c0.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_c0_c0;
        vec2 clampedCoord;
        clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0.xy, uTexDom_Stage1_c0_c0.zw);
        vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
        float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0.y);
        if (err > uDecalParams_Stage1_c0_c0.z) {
            err = 1.0;
        } else if (uDecalParams_Stage1_c0_c0.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_c0_c0;
        vec2 clampedCoord;
        clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0.xy, uTexDom_Stage1_c0_c0.zw);
        vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
        float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0.y);
        if (err > uDecalParams_Stage1_c0_c0.z) {
            err = 1.0;
        } else if (uDecalParams_Stage1_c0_c0.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_c0_c0;
        vec2 clampedCoord;
        clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0.xy, uTexDom_Stage1_c0_c0.zw);
        vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
        float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage1_c0_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage1_c0_c0.y);
        if (err > uDecalParams_Stage1_c0_c0.z) {
            err = 1.0;
        } else if (uDecalParams_Stage1_c0_c0.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_c0_c0 - vec3(gl_FragCoord.xy, uSurfaceScale_Stage1_c0_c0 * m[4]));
    _output = light_Stage1_c0_c0(normal_Stage1_c0_c0(m, uSurfaceScale_Stage1_c0_c0), surfaceToLight, lightColor_Stage1_c0_c0(surfaceToLight));
    _output *= _input;
    return _output;
}
vec4 blend_src(vec4 src, vec4 dst) {
    return src;
}
void main() {
    vec4 outputCoverage_Stage0;
    {
        vec4 texColor;
        {
            texColor = texture(uTextureSampler_0_Stage0, vTextureCoords_Stage0);
        }
        outputCoverage_Stage0 = texColor;
    }
    vec4 output_Stage1;
    {
        output_Stage1 = SpecularLighting_Stage1_c0_c0(vec4(1.0));
    }
    {
        if (all(lessThanEqual(outputCoverage_Stage0.xyz, vec3(0.0)))) {
            discard;
        }
        vec2 _dstTexCoord = (gl_FragCoord.xy - uDstTextureUpperLeft_Stage2) * uDstTextureCoordScale_Stage2;
        _dstTexCoord.y = 1.0 - _dstTexCoord.y;
        vec4 _dstColor = texture(uDstTextureSampler_Stage2, _dstTexCoord);
        sk_FragColor = blend_src(output_Stage1, _dstColor);
        sk_FragColor = outputCoverage_Stage0 * sk_FragColor + (vec4(1.0) - outputCoverage_Stage0) * _dstColor;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform vec2 uAtlasSizeInv_Stage0;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec2 inPosition;
in vec4 inColor;
in uvec2 inTextureCoords;
noperspective out vec2 vTextureCoords_Stage0;
flat out int vTexIndex_Stage0;
noperspective out vec4 vinColor_Stage0;
noperspective out vec2 vTransformedCoords_0_Stage0;
void main() {
    ivec2 signedCoords = ivec2(int(inTextureCoords.x), int(inTextureCoords.y));
    vec2 unormTexCoords = vec2(float(signedCoords.x / 2), float(signedCoords.y / 2));
    vTextureCoords_Stage0 = unormTexCoords * uAtlasSizeInv_Stage0;
    vTexIndex_Stage0 = 0;
    vinColor_Stage0 = inColor;
    vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy;
    gl_Position = vec4(inPosition.x, inPosition.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);
}