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samples/web/navigation_and_routing/assets/shaders/ink_sparkle.frag

126 lines
8.7 KiB

{
"sksl": {
"entrypoint": "ink_sparkle_fragment_main",
"shader": "// This SkSL shader is autogenerated by spirv-cross.\n\nfloat4 flutter_FragCoord;\n\nuniform vec4 u_color;\nuniform vec4 u_composite_1;\nuniform vec2 u_center;\nuniform float u_max_radius;\nuniform vec2 u_resolution_scale;\nuniform vec2 u_noise_scale;\nuniform float u_noise_phase;\nuniform vec2 u_circle1;\nuniform vec2 u_circle2;\nuniform vec2 u_circle3;\nuniform vec2 u_rotation1;\nuniform vec2 u_rotation2;\nuniform vec2 u_rotation3;\n\nvec4 fragColor;\n\nfloat u_alpha;\nfloat u_sparkle_alpha;\nfloat u_blur;\nfloat u_radius_scale;\n\nvec2 FLT_flutter_local_FlutterFragCoord()\n{\n return flutter_FragCoord.xy;\n}\n\nmat2 FLT_flutter_local_rotate2d(vec2 rad)\n{\n return mat2(vec2(rad.x, -rad.y), vec2(rad.y, rad.x));\n}\n\nfloat FLT_flutter_local_soft_circle(vec2 uv, vec2 xy, float radius, float blur)\n{\n float blur_half = blur * 0.5;\n float d = distance(uv, xy);\n return 1.0 - smoothstep(1.0 - blur_half, 1.0 + blur_half, d / radius);\n}\n\nfloat FLT_flutter_local_circle_grid(vec2 resolution, inout vec2 p, vec2 xy, vec2 rotation, float cell_diameter)\n{\n vec2 param = rotation;\n p = (FLT_flutter_local_rotate2d(param) * (xy - p)) + xy;\n p = mod(p, vec2(cell_diameter)) / resolution;\n float cell_uv = (cell_diameter / resolution.y) * 0.5;\n float r = 0.64999997615814208984375 * cell_uv;\n vec2 param_1 = p;\n vec2 param_2 = vec2(cell_uv);\n float param_3 = r;\n float param_4 = r * 50.0;\n return FLT_flutter_local_soft_circle(param_1, param_2, param_3, param_4);\n}\n\nfloat FLT_flutter_local_turbulence(vec2 uv)\n{\n vec2 uv_scale = uv * vec2(0.800000011920928955078125);\n vec2 param = vec2(0.800000011920928955078125);\n vec2 param_1 = uv_scale;\n vec2 param_2 = u_circle1;\n vec2 param_3 = u_rotation1;\n float param_4 = 0.17000000178813934326171875;\n float _319 = FLT_flutter_local_circle_grid(param, param_1, param_2, param_3, param_4);\n float g1 = _319;\n vec2 param_5 = vec2(0.800000011920928955078125);\n vec2 param_6 = uv_scale;\n vec2 param_7 = u_circle2;\n vec2 param_8 = u_rotation2;\n float param_9 = 0.20000000298023223876953125;\n float _331 = FLT_flutter_local_circle_grid(param_5, param_6, param_7, param_8, param_9);\n float g2 = _331;\n vec2 param_10 = vec2(0.800000011920928955078125);\n vec2 param_11 = uv_scale;\n vec2 param_12 = u_circle3;\n vec2 param_13 = u_rotation3;\n float param_14 = 0.2750000059604644775390625;\n float _344 = FLT_flutter_local_circle_grid(param_10, param_11, param_12, param_13, param_14);\n float g3 = _344;\n float v = (((g1 * g1) + g2) - g3) * 0.5;\n return clamp(0.449999988079071044921875 + (0.800000011920928955078125 * v), 0.0, 1.0);\n}\n\nfloat FLT_flutter_local_soft_ring(vec2 uv, vec2 xy, float radius, float thickness, float blur)\n{\n vec2 param = uv;\n vec2 param_1 = xy;\n float param_2 = radius + thickness;\n float param_3 = blur;\n float circle_outer = FLT_flutter_local_soft_circle(param, param_1, param_2, param_3);\n vec2 param_4 = uv;\n vec2 param_5 = xy;\n float param_6 = max(radius - thickness, 0.0);\n float param_7 = blur;\n float circle_inner = FLT_flutter_local_soft_circle(param_4, param_5, param_6, param_7);\n return clamp(circle_outer - circle_inner, 0.0, 1.0);\n}\n\nfloat FLT_flutter_local_triangle_noise(inout vec2 n)\n{\n n = fract(n * vec2(5.398700237274169921875, 5.442100048065185546875));\n n += vec2(dot(n.yx, n + vec2(21.5351009368896484375, 14.3136997222900390625)));\n float xy = n.x * n.y;\n return (fract(xy * 95.43070220947265625) + fract(xy * 75.0496063232421875)) - 1.0;\n}\n\nfloat FLT_flutter_local_threshold(float v, float l, float h)\n{\n return step(l, v) * (1.0 - step(h, v));\n}\n\nfloat FLT_flutter_local_sparkle(vec2 uv, float t)\n{\n vec2 param = uv;\n float _242 = FLT_flutter_local_triangle_noise(param);\n float n = _242;\n float param_1 = n;\n float param_2 = 0.0;\n float param_3 = 0.0500000007450580596923828125;\n float s = FLT_flutter_local_threshold(param_1, param_2, param_3);\n float param_4 = n + sin(3.1415927410125732421875 * (t + 0.3499999940395355224609375));\n float param_5 = 0.100000001490116119384765625;\n float param_6 = 0.1500000059604644775390625;\n s += FLT_flutter_local_threshold(param_4, param_5, param_6);\n float param_7 = n + sin(3.1415927410125732421875 * (t + 0.699999988079071044921875));\n float param_8 = 0.20000000298023223876953125;\n float param_9 = 0.25;\n s += FLT_flutter_local_threshold(param_7, param_8, param_9);\n float param_10 = n + sin(3.1415927410125732421875 * (t + 1.0499999523162841796875));\n float param_11 = 0.300000011920928955078125;\n float param_12 = 0.3499999940395355224609375;\n s += FLT_flutter_local_threshold(param_10, param_11, param_12);\n return clamp(s, 0.0, 1.0) * 0.550000011920928955078125;\n}\n\nvoid FLT_main()\n{\n u_alpha = u_composite_1.x;\n u_sparkle_alpha = u_composite_1.y;\n u_blur = u_composite_1.z;\n u_radius_scale = u_composite_1.w;\n vec2 p = FLT_flutter_local_FlutterFragCoord();\n vec2 uv_1 = p * u_resolution_scale;\n vec2 density_uv = uv_1 - mod(p, u_noise_scale);\n float radius = u_max_radius * u_radius_scale;\n vec2 param_13 = uv_1;\n float turbulence = FLT_flutter_local_turbulence(param_13);\n vec2 param_14 = p;\n vec2 param_15 = u_center;\n float param_16 = radius;\n float param_17 = 0.0500000007450580596923828125 * u_max_radius;\n float param_18 = u_blur;\n float ring = FLT_flutter_local_soft_ring(param_14, param_15, param_16, param_17, param_18);\n vec2 param_19 = density_uv;\n float param_20 = u_noise_phase;\n float sparkle = ((FLT_flutter_local_sparkle(param_19, param_20) * ring) * turbulence) * u_sparkle_alpha;\n vec2 param_21 = p;\n vec2 param_22 = u_center;\n float param_23 = radius;\n float param_24 = u_blur;\n float wave_alpha = (FLT_flutter_local_soft_circle(param_21, param_22, param_23, param_24) * u_alpha) * u_color.w;\n vec4 wave_color = vec4(u_color.xyz * wave_alpha, wave_alpha);\n fragColor = mix(wave_color, vec4(1.0), vec4(sparkle));\n}\n\nhalf4 main(float2 iFragCoord)\n{\n flutter_FragCoord = float4(iFragCoord, 0, 0);\n FLT_main();\n return fragColor;\n}\n",
"stage": 1,
"uniforms": [
{
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},
{
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{
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{
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{
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}