summaryrefslogtreecommitdiff
path: root/shaders/skia/697-2.shader_test
blob: ee3b89c7ee4ec2c7b80372e9f560722fea4bc7f4 (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
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
[require]
GLSL >= 1.40

[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 ucircle_Stage1_c0_c0;
uniform vec4 uinnerRect_Stage1_c1_c0;
uniform vec2 uinvRadiiXY_Stage1_c1_c0;
uniform vec4 uinnerRect_Stage2;
uniform vec4 uinvRadiiLTRB_Stage2;
uniform vec4 uleftBorderColor_Stage3_c2_c0;
uniform vec4 urightBorderColor_Stage3_c2_c0;
uniform float ubias_Stage3_c2_c0_c0_c0;
uniform float uscale_Stage3_c2_c0_c0_c0;
uniform vec4 uscale0_1_Stage3_c2_c0_c1_c0;
uniform vec4 uscale2_3_Stage3_c2_c0_c1_c0;
uniform vec4 uscale4_5_Stage3_c2_c0_c1_c0;
uniform vec4 uscale6_7_Stage3_c2_c0_c1_c0;
uniform vec4 uscale8_9_Stage3_c2_c0_c1_c0;
uniform vec4 ubias0_1_Stage3_c2_c0_c1_c0;
uniform vec4 ubias2_3_Stage3_c2_c0_c1_c0;
uniform vec4 ubias4_5_Stage3_c2_c0_c1_c0;
uniform vec4 ubias6_7_Stage3_c2_c0_c1_c0;
uniform vec4 ubias8_9_Stage3_c2_c0_c1_c0;
uniform vec4 uthresholds1_7_Stage3_c2_c0_c1_c0;
uniform vec4 uthresholds9_13_Stage3_c2_c0_c1_c0;
uniform vec2 ubaseFrequency_Stage4_c3_c0;
uniform sampler2D uTextureSampler_0_Stage4;
uniform sampler2D uTextureSampler_1_Stage4;
noperspective in vec2 vEllipseOffsets_Stage0;
noperspective in vec4 vEllipseRadii_Stage0;
noperspective in vec4 vinColor_Stage0;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec3 vTransformedCoords_1_Stage0;
vec4 CircleEffect_Stage1_c0_c0(vec4 _input) {
    vec4 _output;
    float d;
    {
        d = (1.0 - length((ucircle_Stage1_c0_c0.xy - gl_FragCoord.xy) * ucircle_Stage1_c0_c0.w)) * ucircle_Stage1_c0_c0.z;
    }
    {
        _output = _input * clamp(d, 0.0, 1.0);
    }
    return _output;
}
vec4 EllipticalRRect_Stage1_c1_c0(vec4 _input) {
    vec4 _output;
    vec2 dxy0 = uinnerRect_Stage1_c1_c0.xy - gl_FragCoord.xy;
    vec2 dxy1 = gl_FragCoord.xy - uinnerRect_Stage1_c1_c0.zw;
    vec2 dxy = max(max(dxy0, dxy1), 0.0);
    vec2 Z = dxy * uinvRadiiXY_Stage1_c1_c0;
    float implicit = dot(Z, dxy) - 1.0;
    float grad_dot = 4.0 * dot(Z, Z);
    grad_dot = max(grad_dot, 9.9999997473787516e-05);
    float approx_dist = implicit * inversesqrt(grad_dot);
    float alpha = clamp(0.5 - approx_dist, 0.0, 1.0);
    _output = _input * alpha;
    return _output;
}
vec4 SweepGradientLayout_Stage3_c2_c0_c0_c0(vec4 _input) {
    vec4 _output;
    float angle;
    {
        angle = atan(-vTransformedCoords_0_Stage0.y, -vTransformedCoords_0_Stage0.x);
    }
    float t = ((angle * 0.15915493667125702 + 0.5) + ubias_Stage3_c2_c0_c0_c0) * uscale_Stage3_c2_c0_c0_c0;
    _output = vec4(t, 1.0, 0.0, 0.0);
    return _output;
}
vec4 UnrolledBinaryGradientColorizer_Stage3_c2_c0_c1_c0(vec4 _input) {
    vec4 _output;
    float t = _input.x;
    vec4 scale, bias;
    if (t < uthresholds1_7_Stage3_c2_c0_c1_c0.w) {
        if (t < uthresholds1_7_Stage3_c2_c0_c1_c0.y) {
            if (t < uthresholds1_7_Stage3_c2_c0_c1_c0.x) {
                scale = uscale0_1_Stage3_c2_c0_c1_c0;
                bias = ubias0_1_Stage3_c2_c0_c1_c0;
            } else {
                scale = uscale2_3_Stage3_c2_c0_c1_c0;
                bias = ubias2_3_Stage3_c2_c0_c1_c0;
            }
        } else {
            if (t < uthresholds1_7_Stage3_c2_c0_c1_c0.z) {
                scale = uscale4_5_Stage3_c2_c0_c1_c0;
                bias = ubias4_5_Stage3_c2_c0_c1_c0;
            } else {
                scale = uscale6_7_Stage3_c2_c0_c1_c0;
                bias = ubias6_7_Stage3_c2_c0_c1_c0;
            }
        }
    } else {
        {
            {
                scale = uscale8_9_Stage3_c2_c0_c1_c0;
                bias = ubias8_9_Stage3_c2_c0_c1_c0;
            }
        }
    }
    _output = t * scale + bias;
    return _output;
}
vec4 ClampedGradientEffect_Stage3_c2_c0(vec4 _input) {
    vec4 _output;
    vec4 t = SweepGradientLayout_Stage3_c2_c0_c0_c0(vec4(1.0));
    if (t.x < 0.0) {
        _output = uleftBorderColor_Stage3_c2_c0;
    } else if (t.x > 1.0) {
        _output = urightBorderColor_Stage3_c2_c0;
    } else {
        _output = UnrolledBinaryGradientColorizer_Stage3_c2_c0_c1_c0(t);
    }
    {
        _output.xyz *= _output.w;
    }
    return _output;
}
float perlinnoise_Stage4_c3_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_Stage4, vec2(floorVal.x, 0.5)).x;
    latticeIdx.y = texture(uTextureSampler_0_Stage4, vec2(floorVal.z, 0.5)).x;
    vec4 bcoords = fract(latticeIdx.xyxy + floorVal.yyww);
    vec2 uv;
    vec4 lattice = texture(uTextureSampler_1_Stage4, 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_Stage4, 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_Stage4, 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_Stage4, 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_Stage4_c3_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_Stage4_c3_c0;
    _output = vec4(0.0);
    float ratio = 1.0;
    for (int octave = 0;octave < 5; ++octave) {
        _output += vec4(perlinnoise_Stage4_c3_c0(0.125, noiseVec), perlinnoise_Stage4_c3_c0(0.375, noiseVec), perlinnoise_Stage4_c3_c0(0.625, noiseVec), perlinnoise_Stage4_c3_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;
}
float _blend_overlay_component(float sc, float sa, float dc, float da) {
    if (2.0 * dc <= da) {
        return (2.0 * sc) * dc;
    }
    return sa * da - (2.0 * (da - dc)) * (sa - sc);
}
vec4 blend_overlay(vec4 src, vec4 dst) {
    vec4 result = vec4(_blend_overlay_component(src.x, src.w, dst.x, dst.w), _blend_overlay_component(src.y, src.w, dst.y, dst.w), _blend_overlay_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w);
    result.xyz += dst.xyz * (1.0 - src.w) + src.xyz * (1.0 - dst.w);
    return result;
}
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 = vinColor_Stage0;
        vec2 offset = vEllipseOffsets_Stage0;
        float test = dot(offset, offset) - 1.0;
        vec2 grad = (2.0 * offset) * vEllipseRadii_Stage0.xy;
        float grad_dot = dot(grad, grad);
        grad_dot = max(grad_dot, 1.1754999560161448e-38);
        float invlen = inversesqrt(grad_dot);
        float edgeAlpha = clamp(0.5 - test * invlen, 0.0, 1.0);
        outputCoverage_Stage0 = vec4(edgeAlpha);
    }
    vec4 output_Stage1;
    {
        vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
        output_Stage1 = blend_overlay(CircleEffect_Stage1_c0_c0(inputColor), EllipticalRRect_Stage1_c1_c0(inputColor));
        output_Stage1 *= outputColor_Stage0.w;
    }
    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);
        vec2 Z = max(max(dxy0 * uinvRadiiLTRB_Stage2.xy, dxy1 * uinvRadiiLTRB_Stage2.zw), 0.0);
        float implicit = dot(Z, dxy) - 1.0;
        float grad_dot = 4.0 * dot(Z, Z);
        grad_dot = max(grad_dot, 9.9999997473787516e-05);
        float approx_dist = implicit * inversesqrt(grad_dot);
        float alpha = clamp(0.5 + approx_dist, 0.0, 1.0);
        output_Stage2 = outputCoverage_Stage0 * alpha;
    }
    vec4 output_Stage3;
    {
        output_Stage3 = blend_dst_in(output_Stage2, ClampedGradientEffect_Stage3_c2_c0(vec4(1.0)));
    }
    vec4 output_Stage4;
    {
        output_Stage4 = blend_dst_in(output_Stage3, PerlinNoise_Stage4_c3_c0(vec4(1.0)));
    }
    {
        sk_FragColor = output_Stage4 * output_Stage1;
    }
}

[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 vec2 inEllipseOffset;
in vec4 inEllipseRadii;
noperspective out vec2 vEllipseOffsets_Stage0;
noperspective out vec4 vEllipseRadii_Stage0;
noperspective out vec4 vinColor_Stage0;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec3 vTransformedCoords_1_Stage0;
void main() {
    vEllipseOffsets_Stage0 = inEllipseOffset;
    vEllipseRadii_Stage0 = inEllipseRadii;
    vinColor_Stage0 = inColor;
    vec2 pos2 = inPosition;
    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);
}