summaryrefslogtreecommitdiff
path: root/shaders/skia/295-4.shader_test
blob: 100bc03afd7e0a0da75b5303f10c007faf0710e3 (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
[require]
GLSL >= 1.40

[fragment shader]
#version 140

out vec4 sk_FragColor;
uniform float uinnerThreshold_Stage2_c0_c0;
uniform float uouterThreshold_Stage2_c0_c0;
uniform vec2 uScale_Stage2_c1_c0;
uniform vec4 uTexDom_Stage2_c1_c0;
uniform vec3 uDecalParams_Stage2_c1_c0;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_0_Stage2;
uniform sampler2D uTextureSampler_1_Stage2;
uniform sampler2D uTextureSampler_2_Stage2;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
noperspective in vec2 vTransformedCoords_2_Stage0;
noperspective in vec2 vTransformedCoords_3_Stage0;
vec4 AlphaThresholdFragmentProcessor_Stage2_c0_c0(vec4 _input) {
    vec4 _output;
    vec4 color = _input;
    vec4 mask_color = texture(uTextureSampler_0_Stage2, vTransformedCoords_1_Stage0);
    if (mask_color.w < 0.5) {
        if (color.w > uouterThreshold_Stage2_c0_c0) {
            float scale = uouterThreshold_Stage2_c0_c0 / color.w;
            color.xyz *= scale;
            color.w = uouterThreshold_Stage2_c0_c0;
        }
    } else if (color.w < uinnerThreshold_Stage2_c0_c0) {
        float scale = uinnerThreshold_Stage2_c0_c0 / max(0.0010000000474974513, color.w);
        color.xyz *= scale;
        color.w = uinnerThreshold_Stage2_c0_c0;
    }
    _output = color;
    return _output;
}
vec4 DisplacementMap_Stage2_c1_c0(vec4 _input) {
    vec4 _output;
    vec4 dColor = texture(uTextureSampler_1_Stage2, 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_Stage2_c1_c0 * (dColor.wz - vec2(0.5));
    {
        vec2 origCoord = cCoords;
        vec2 clampedCoord;
        clampedCoord = clamp(origCoord, uTexDom_Stage2_c1_c0.xy, uTexDom_Stage2_c1_c0.zw);
        vec4 textureColor = texture(uTextureSampler_2_Stage2, clampedCoord);
        float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2_c1_c0.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2_c1_c0.y);
        if (err > uDecalParams_Stage2_c1_c0.z) {
            err = 1.0;
        } else if (uDecalParams_Stage2_c1_c0.z < 1.0) {
            err = 0.0;
        }
        _output = mix(textureColor, vec4(0.0, 0.0, 0.0, 0.0), err);
    }
    return _output;
}
vec4 blend_screen(vec4 src, vec4 dst) {
    return src + (1.0 - src) * dst;
}
void main() {
    vec4 output_Stage1;
    {
        output_Stage1 = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0);
    }
    vec4 output_Stage2;
    {
        vec4 inputColor = vec4(output_Stage1.xyz, 1.0);
        output_Stage2 = blend_screen(AlphaThresholdFragmentProcessor_Stage2_c0_c0(inputColor), DisplacementMap_Stage2_c1_c0(inputColor));
        output_Stage2 *= output_Stage1.w;
    }
    {
        sk_FragColor = output_Stage2;
    }
}

[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 position;
in vec2 localCoord;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_Stage0;
noperspective out vec2 vTransformedCoords_2_Stage0;
noperspective out vec2 vTransformedCoords_3_Stage0;
void main() {
    vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy;
    vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(localCoord, 1.0)).xy;
    vTransformedCoords_2_Stage0 = (uCoordTransformMatrix_2_Stage0 * vec3(localCoord, 1.0)).xy;
    vTransformedCoords_3_Stage0 = (uCoordTransformMatrix_3_Stage0 * vec3(localCoord, 1.0)).xy;
    gl_Position = vec4(position.x, position.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);
}