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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_Stage2;
uniform float uSurfaceScale_Stage2;
uniform vec3 uLightColor_Stage2;
uniform float uKS_Stage2;
uniform float uShininess_Stage2;
uniform vec4 uTexDom_Stage2;
uniform vec3 uDecalParams_Stage2;
uniform vec3 uLightLocation_Stage2;
uniform float uExponent_Stage2;
uniform float uCosInnerConeAngle_Stage2;
uniform float uCosOuterConeAngle_Stage2;
uniform float uConeScale_Stage2;
uniform vec3 uS_Stage2;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_0_Stage2;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
vec4 light_Stage2(vec3 normal, vec3 surfaceToLight, vec3 lightColor) {
    vec3 halfDir = normalize(surfaceToLight + vec3(0.0, 0.0, 1.0));
    float colorScale = uKS_Stage2 * pow(dot(normal, halfDir), uShininess_Stage2);
    vec3 color = lightColor * clamp(colorScale, 0.0, 1.0);
    return vec4(color, max(max(color.x, color.y), color.z));
}
float sobel_Stage2(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_Stage2(float x, float y, float scale) {
    return normalize(vec3(-x * scale, -y * scale, 1.0));
}
vec3 normal_Stage2(float m[9], float surfaceScale) {
    return pointToNormal_Stage2(sobel_Stage2(m[0], m[1], m[3], m[4], m[6], m[7], 0.5), sobel_Stage2(m[0], m[6], m[1], m[7], 0.0, 0.0, 0.33333298563957214), surfaceScale);
}
vec3 lightColor_Stage2(vec3 surfaceToLight) {
    float cosAngle = -dot(surfaceToLight, uS_Stage2);
    if (cosAngle < uCosOuterConeAngle_Stage2) {
        return vec3(0.0);
    }
    float scale = pow(cosAngle, uExponent_Stage2);
    if (cosAngle < uCosInnerConeAngle_Stage2) {
        return ((uLightColor_Stage2 * scale) * (cosAngle - uCosOuterConeAngle_Stage2)) * uConeScale_Stage2;
    }
    return uLightColor_Stage2;
}
void main() {
    vec4 output_Stage1;
    {
        output_Stage1 = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0);
    }
    vec4 output_Stage2;
    {
        vec2 coord = vTransformedCoords_1_Stage0;
        float m[9];
        vec4 temp0;
        {
            vec2 origCoord = coord + vec2(-1.0, 1.0) * uImageIncrement_Stage2;
            vec2 clampedCoord;
            clampedCoord = clamp(origCoord, uTexDom_Stage2.xy, uTexDom_Stage2.zw);
            vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
            float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y);
            if (err > uDecalParams_Stage2.z) {
                err = 1.0;
            } else if (uDecalParams_Stage2.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_Stage2;
            vec2 clampedCoord;
            clampedCoord = clamp(origCoord, uTexDom_Stage2.xy, uTexDom_Stage2.zw);
            vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
            float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y);
            if (err > uDecalParams_Stage2.z) {
                err = 1.0;
            } else if (uDecalParams_Stage2.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_Stage2;
            vec2 clampedCoord;
            clampedCoord = clamp(origCoord, uTexDom_Stage2.xy, uTexDom_Stage2.zw);
            vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
            float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y);
            if (err > uDecalParams_Stage2.z) {
                err = 1.0;
            } else if (uDecalParams_Stage2.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_Stage2;
            vec2 clampedCoord;
            clampedCoord = clamp(origCoord, uTexDom_Stage2.xy, uTexDom_Stage2.zw);
            vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
            float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y);
            if (err > uDecalParams_Stage2.z) {
                err = 1.0;
            } else if (uDecalParams_Stage2.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_Stage2.xy, uTexDom_Stage2.zw);
            vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
            float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y);
            if (err > uDecalParams_Stage2.z) {
                err = 1.0;
            } else if (uDecalParams_Stage2.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_Stage2;
            vec2 clampedCoord;
            clampedCoord = clamp(origCoord, uTexDom_Stage2.xy, uTexDom_Stage2.zw);
            vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
            float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y);
            if (err > uDecalParams_Stage2.z) {
                err = 1.0;
            } else if (uDecalParams_Stage2.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_Stage2;
            vec2 clampedCoord;
            clampedCoord = clamp(origCoord, uTexDom_Stage2.xy, uTexDom_Stage2.zw);
            vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
            float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y);
            if (err > uDecalParams_Stage2.z) {
                err = 1.0;
            } else if (uDecalParams_Stage2.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_Stage2;
            vec2 clampedCoord;
            clampedCoord = clamp(origCoord, uTexDom_Stage2.xy, uTexDom_Stage2.zw);
            vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
            float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y);
            if (err > uDecalParams_Stage2.z) {
                err = 1.0;
            } else if (uDecalParams_Stage2.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_Stage2;
            vec2 clampedCoord;
            clampedCoord = clamp(origCoord, uTexDom_Stage2.xy, uTexDom_Stage2.zw);
            vec4 textureColor = texture(uTextureSampler_0_Stage2, clampedCoord);
            float err = max(abs(clampedCoord.x - origCoord.x) * uDecalParams_Stage2.x, abs(clampedCoord.y - origCoord.y) * uDecalParams_Stage2.y);
            if (err > uDecalParams_Stage2.z) {
                err = 1.0;
            } else if (uDecalParams_Stage2.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_Stage2 - vec3(gl_FragCoord.xy, uSurfaceScale_Stage2 * m[4]));
        output_Stage2 = light_Stage2(normal_Stage2(m, uSurfaceScale_Stage2), surfaceToLight, lightColor_Stage2(surfaceToLight));
        output_Stage2 *= output_Stage1;
    }
    {
        sk_FragColor = output_Stage2;
    }
}

[vertex shader]
#version 140

uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
in vec2 position;
in vec2 localCoord;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_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;
    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);
}