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path: root/shaders/skia/271-3.shader_test
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[require]
GLSL >= 1.40

[fragment shader]
#version 140

out vec4 sk_FragColor;
uniform vec2 ubaseFrequency_Stage1_c0_c0;
uniform vec4 uleftBorderColor_Stage2_c1_c0;
uniform vec4 urightBorderColor_Stage2_c1_c0;
uniform float ubias_Stage2_c1_c0_c0_c0;
uniform float uscale_Stage2_c1_c0_c0_c0;
uniform vec4 uscale01_Stage2_c1_c0_c1_c0;
uniform vec4 ubias01_Stage2_c1_c0_c1_c0;
uniform vec4 uscale23_Stage2_c1_c0_c1_c0;
uniform vec4 ubias23_Stage2_c1_c0_c1_c0;
uniform float uthreshold_Stage2_c1_c0_c1_c0;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_1_Stage1;
noperspective in vec4 vcolor_Stage0;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
noperspective in float vinCoverage_Stage0;
float perlinnoise_Stage1_c0_c0(float chanCoord, vec2 noiseVec) {
    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);
    floorVal = fract(floor(mod(floorVal, 256.0)) / vec4(256.0));
    vec2 latticeIdx;
    latticeIdx.x = texture(uTextureSampler_0_Stage1, vec2(floorVal.x, 0.5)).x;
    latticeIdx.y = texture(uTextureSampler_0_Stage1, vec2(floorVal.z, 0.5)).x;
    vec4 bcoords = fract(latticeIdx.xyxy + floorVal.yyww);
    vec2 uv;
    vec4 lattice = texture(uTextureSampler_1_Stage1, 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_Stage1, 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_Stage1, 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_Stage1, 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_Stage1_c0_c0(vec4 _input) {
    vec4 _output;
    vec2 noiseVec = floor(vTransformedCoords_0_Stage0) * ubaseFrequency_Stage1_c0_c0;
    _output = vec4(0.0);
    float ratio = 1.0;
    for (int octave = 0;octave < 6; ++octave) {
        _output += vec4(perlinnoise_Stage1_c0_c0(0.125, noiseVec), perlinnoise_Stage1_c0_c0(0.375, noiseVec), perlinnoise_Stage1_c0_c0(0.625, noiseVec), perlinnoise_Stage1_c0_c0(0.875, noiseVec)) * ratio;
        noiseVec *= vec2(2.0);
        ratio *= 0.5;
    }
    _output = _output * vec4(0.5) + vec4(0.5);
    _output = clamp(_output, 0.0, 1.0);
    _output = vec4(_output.xyz * _output.www, _output.w);
    return _output;
}
vec4 SweepGradientLayout_Stage2_c1_c0_c0_c0(vec4 _input) {
    vec4 _output;
    float angle;
    {
        angle = atan(-vTransformedCoords_1_Stage0.y, -vTransformedCoords_1_Stage0.x);
    }
    float t = ((angle * 0.15915493667125702 + 0.5) + ubias_Stage2_c1_c0_c0_c0) * uscale_Stage2_c1_c0_c0_c0;
    _output = vec4(t, 1.0, 0.0, 0.0);
    return _output;
}
vec4 DualIntervalGradientColorizer_Stage2_c1_c0_c1_c0(vec4 _input) {
    vec4 _output;
    float t = _input.x;
    vec4 scale, bias;
    if (t < uthreshold_Stage2_c1_c0_c1_c0) {
        scale = uscale01_Stage2_c1_c0_c1_c0;
        bias = ubias01_Stage2_c1_c0_c1_c0;
    } else {
        scale = uscale23_Stage2_c1_c0_c1_c0;
        bias = ubias23_Stage2_c1_c0_c1_c0;
    }
    _output = t * scale + bias;
    return _output;
}
vec4 ClampedGradientEffect_Stage2_c1_c0(vec4 _input) {
    vec4 _output;
    vec4 t = SweepGradientLayout_Stage2_c1_c0_c0_c0(vec4(1.0));
    if (t.x < 0.0) {
        _output = uleftBorderColor_Stage2_c1_c0;
    } else if (t.x > 1.0) {
        _output = urightBorderColor_Stage2_c1_c0;
    } else {
        _output = DualIntervalGradientColorizer_Stage2_c1_c0_c1_c0(t);
    }
    {
        _output.xyz *= _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 = vcolor_Stage0;
        float alpha = 1.0;
        alpha = vinCoverage_Stage0;
        outputCoverage_Stage0 = vec4(alpha);
    }
    vec4 output_Stage1;
    {
        output_Stage1 = blend_dst_in(outputColor_Stage0, PerlinNoise_Stage1_c0_c0(vec4(1.0)));
    }
    vec4 output_Stage2;
    {
        output_Stage2 = blend_dst_in(outputCoverage_Stage0, ClampedGradientEffect_Stage2_c1_c0(vec4(1.0)));
    }
    {
        sk_FragColor = (vec4(1.0) - output_Stage1) * output_Stage2;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_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 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;
    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);
}