From a94d5ab74119f26e143a7086f6f7c94113cc886d Mon Sep 17 00:00:00 2001 From: Jason Simmons Date: Tue, 30 Jan 2024 20:50:17 +0000 Subject: [PATCH] Update Web to parse the new ImpellerC JSON shader output format See https://github.com/flutter/engine/pull/49253 Fixes https://github.com/flutter/flutter/issues/141838 --- lib/web_ui/lib/src/engine/shader_data.dart | 8 ++++++-- lib/web_ui/test/canvaskit/fragment_program_test.dart | 8 ++++---- lib/web_ui/test/ui/fragment_shader_test.dart | 8 ++++---- lib/web_ui/test/ui/image_golden_test.dart | 8 ++++---- 4 files changed, 18 insertions(+), 14 deletions(-) diff --git a/lib/web_ui/lib/src/engine/shader_data.dart b/lib/web_ui/lib/src/engine/shader_data.dart index 9984e7123b7d0..a6240851e42b0 100644 --- a/lib/web_ui/lib/src/engine/shader_data.dart +++ b/lib/web_ui/lib/src/engine/shader_data.dart @@ -19,8 +19,12 @@ class ShaderData { if (rawShaderData is! Map) { throw const FormatException('Invalid Shader Data'); } - final Object? source = rawShaderData['sksl']; - final Object? rawUniforms = rawShaderData['uniforms']; + final Object? sksl = rawShaderData['sksl']; + if (sksl is! Map) { + throw const FormatException('Invalid Shader Data'); + } + final Object? source = sksl['shader']; + final Object? rawUniforms = sksl['uniforms']; if (source is! String || rawUniforms is! List) { throw const FormatException('Invalid Shader Data'); } diff --git a/lib/web_ui/test/canvaskit/fragment_program_test.dart b/lib/web_ui/test/canvaskit/fragment_program_test.dart index d6de8dd704e15..ad43f1a354514 100644 --- a/lib/web_ui/test/canvaskit/fragment_program_test.dart +++ b/lib/web_ui/test/canvaskit/fragment_program_test.dart @@ -20,10 +20,10 @@ void main() { /// This is generated by impellerc, and included here as a source file to /// simplify the build. const String kJsonIPLR = r''' -{ - "sksl": "// This SkSL shader is autogenerated by spirv-cross.\n\nfloat4 flutter_FragCoord;\n\nuniform vec4 u_color;\nuniform float u_alpha;\nuniform vec4 u_sparkle_color;\nuniform float u_sparkle_alpha;\nuniform float u_blur;\nuniform vec2 u_center;\nuniform float u_radius_scale;\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\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 _290 = FLT_flutter_local_circle_grid(param, param_1, param_2, param_3, param_4);\n float g1 = _290;\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 _302 = FLT_flutter_local_circle_grid(param_5, param_6, param_7, param_8, param_9);\n float g2 = _302;\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 _315 = FLT_flutter_local_circle_grid(param_10, param_11, param_12, param_13, param_14);\n float g3 = _315;\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 _213 = FLT_flutter_local_triangle_noise(param);\n float n = _213;\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 vec2 p = flutter_FragCoord.xy;\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 vec4 sparkle_color = vec4(u_sparkle_color.xyz * u_sparkle_color.w, u_sparkle_color.w);\n fragColor = mix(wave_color, sparkle_color, vec4(sparkle));\n}\n\nhalf4 main(float2 iFragCoord)\n{\n flutter_FragCoord = float4(iFragCoord, 0, 0);\n FLT_main();\n return fragColor;\n}\n", +{"sksl": { + "shader": "// This SkSL shader is autogenerated by spirv-cross.\n\nfloat4 flutter_FragCoord;\n\nuniform vec4 u_color;\nuniform float u_alpha;\nuniform vec4 u_sparkle_color;\nuniform float u_sparkle_alpha;\nuniform float u_blur;\nuniform vec2 u_center;\nuniform float u_radius_scale;\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\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 _290 = FLT_flutter_local_circle_grid(param, param_1, param_2, param_3, param_4);\n float g1 = _290;\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 _302 = FLT_flutter_local_circle_grid(param_5, param_6, param_7, param_8, param_9);\n float g2 = _302;\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 _315 = FLT_flutter_local_circle_grid(param_10, param_11, param_12, param_13, param_14);\n float g3 = _315;\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 _213 = FLT_flutter_local_triangle_noise(param);\n float n = _213;\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 vec2 p = flutter_FragCoord.xy;\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 vec4 sparkle_color = vec4(u_sparkle_color.xyz * u_sparkle_color.w, u_sparkle_color.w);\n fragColor = mix(wave_color, sparkle_color, vec4(sparkle));\n}\n\nhalf4 main(float2 iFragCoord)\n{\n flutter_FragCoord = float4(iFragCoord, 0, 0);\n FLT_main();\n return fragColor;\n}\n", + "entrypoint": "main", "stage": 1, - "target_platform": 0, "uniforms": [ { "array_elements": 0, @@ -179,7 +179,7 @@ const String kJsonIPLR = r''' "type": 10 } ] -} +}} '''; void testMain() { diff --git a/lib/web_ui/test/ui/fragment_shader_test.dart b/lib/web_ui/test/ui/fragment_shader_test.dart index 9602f3aa927d3..7e74d152ecbe5 100644 --- a/lib/web_ui/test/ui/fragment_shader_test.dart +++ b/lib/web_ui/test/ui/fragment_shader_test.dart @@ -23,10 +23,10 @@ void main() { // number generator implemented in the shader itself, so its output is // deterministic. const String kVoronoiShaderSksl = r''' -{ - "sksl": "// This SkSL shader is autogenerated by spirv-cross.\n\nfloat4 flutter_FragCoord;\n\nuniform float uTileSize;\n\nvec4 fragColor;\n\nvec2 FLT_flutter_local_FlutterFragCoord()\n{\n return flutter_FragCoord.xy;\n}\n\nfloat FLT_flutter_local_rand(vec2 co)\n{\n return fract(sin(dot(co, vec2(12.98980045318603515625, 78.233001708984375))) * 43758.546875);\n}\n\nvec2 FLT_flutter_local_fuzzGridPoint(vec2 coordinate)\n{\n vec2 param = coordinate * 400.0;\n vec2 param_1 = coordinate * 400.0;\n return coordinate + vec2((FLT_flutter_local_rand(param) - 0.5) * 0.800000011920928955078125, (FLT_flutter_local_rand(param_1) - 0.5) * 0.800000011920928955078125);\n}\n\nvec3 FLT_flutter_local_getColorForGridPoint(vec2 coordinate)\n{\n vec2 param = coordinate * 100.0;\n vec2 param_1 = coordinate * 200.0;\n vec2 param_2 = coordinate * 300.0;\n return vec3(FLT_flutter_local_rand(param), FLT_flutter_local_rand(param_1), FLT_flutter_local_rand(param_2));\n}\n\nvoid FLT_main()\n{\n vec2 uv = FLT_flutter_local_FlutterFragCoord() / vec2(uTileSize);\n vec2 upperLeft = floor(uv);\n vec2 upperRight = vec2(ceil(uv.x), floor(uv.y));\n vec2 bottomLeft = vec2(floor(uv.x), ceil(uv.y));\n vec2 bottomRight = ceil(uv);\n vec2 closestPoint = upperLeft;\n vec2 param_3 = upperLeft;\n float dist = distance(uv, FLT_flutter_local_fuzzGridPoint(param_3));\n vec2 param_4 = upperRight;\n float upperRightDistance = distance(uv, FLT_flutter_local_fuzzGridPoint(param_4));\n if (upperRightDistance < dist)\n {\n dist = upperRightDistance;\n closestPoint = upperRight;\n }\n vec2 param_5 = bottomLeft;\n float bottomLeftDistance = distance(uv, FLT_flutter_local_fuzzGridPoint(param_5));\n if (bottomLeftDistance < dist)\n {\n dist = bottomLeftDistance;\n closestPoint = bottomLeft;\n }\n vec2 param_6 = bottomRight;\n float bottomRightDistance = distance(uv, FLT_flutter_local_fuzzGridPoint(param_6));\n if (bottomRightDistance < dist)\n {\n dist = bottomRightDistance;\n closestPoint = bottomRight;\n }\n vec2 param_7 = closestPoint;\n fragColor = vec4(FLT_flutter_local_getColorForGridPoint(param_7), 1.0);\n}\n\nhalf4 main(float2 iFragCoord)\n{\n flutter_FragCoord = float4(iFragCoord, 0, 0);\n FLT_main();\n return fragColor;\n}\n", +{"sksl": { + "shader": "// This SkSL shader is autogenerated by spirv-cross.\n\nfloat4 flutter_FragCoord;\n\nuniform float uTileSize;\n\nvec4 fragColor;\n\nvec2 FLT_flutter_local_FlutterFragCoord()\n{\n return flutter_FragCoord.xy;\n}\n\nfloat FLT_flutter_local_rand(vec2 co)\n{\n return fract(sin(dot(co, vec2(12.98980045318603515625, 78.233001708984375))) * 43758.546875);\n}\n\nvec2 FLT_flutter_local_fuzzGridPoint(vec2 coordinate)\n{\n vec2 param = coordinate * 400.0;\n vec2 param_1 = coordinate * 400.0;\n return coordinate + vec2((FLT_flutter_local_rand(param) - 0.5) * 0.800000011920928955078125, (FLT_flutter_local_rand(param_1) - 0.5) * 0.800000011920928955078125);\n}\n\nvec3 FLT_flutter_local_getColorForGridPoint(vec2 coordinate)\n{\n vec2 param = coordinate * 100.0;\n vec2 param_1 = coordinate * 200.0;\n vec2 param_2 = coordinate * 300.0;\n return vec3(FLT_flutter_local_rand(param), FLT_flutter_local_rand(param_1), FLT_flutter_local_rand(param_2));\n}\n\nvoid FLT_main()\n{\n vec2 uv = FLT_flutter_local_FlutterFragCoord() / vec2(uTileSize);\n vec2 upperLeft = floor(uv);\n vec2 upperRight = vec2(ceil(uv.x), floor(uv.y));\n vec2 bottomLeft = vec2(floor(uv.x), ceil(uv.y));\n vec2 bottomRight = ceil(uv);\n vec2 closestPoint = upperLeft;\n vec2 param_3 = upperLeft;\n float dist = distance(uv, FLT_flutter_local_fuzzGridPoint(param_3));\n vec2 param_4 = upperRight;\n float upperRightDistance = distance(uv, FLT_flutter_local_fuzzGridPoint(param_4));\n if (upperRightDistance < dist)\n {\n dist = upperRightDistance;\n closestPoint = upperRight;\n }\n vec2 param_5 = bottomLeft;\n float bottomLeftDistance = distance(uv, FLT_flutter_local_fuzzGridPoint(param_5));\n if (bottomLeftDistance < dist)\n {\n dist = bottomLeftDistance;\n closestPoint = bottomLeft;\n }\n vec2 param_6 = bottomRight;\n float bottomRightDistance = distance(uv, FLT_flutter_local_fuzzGridPoint(param_6));\n if (bottomRightDistance < dist)\n {\n dist = bottomRightDistance;\n closestPoint = bottomRight;\n }\n vec2 param_7 = closestPoint;\n fragColor = vec4(FLT_flutter_local_getColorForGridPoint(param_7), 1.0);\n}\n\nhalf4 main(float2 iFragCoord)\n{\n flutter_FragCoord = float4(iFragCoord, 0, 0);\n FLT_main();\n return fragColor;\n}\n", + "entrypoint": "main", "stage": 1, - "target_platform": 2, "uniforms": [ { "array_elements": 0, @@ -38,7 +38,7 @@ const String kVoronoiShaderSksl = r''' "type": 10 } ] -} +}} '''; Future testMain() async { diff --git a/lib/web_ui/test/ui/image_golden_test.dart b/lib/web_ui/test/ui/image_golden_test.dart index 87c8c369cd6c6..7821339dbe286 100644 --- a/lib/web_ui/test/ui/image_golden_test.dart +++ b/lib/web_ui/test/ui/image_golden_test.dart @@ -20,10 +20,10 @@ import '../common/test_initialization.dart'; import 'utils.dart'; const String kGlitchShaderSksl = r''' -{ - "sksl": "// This SkSL shader is autogenerated by spirv-cross.\n\nfloat4 flutter_FragCoord;\n\nuniform vec2 uResolution;\nuniform float uTime;\nuniform shader uTex;\nuniform half2 uTex_size;\n\nvec4 oColor;\n\nvec2 FLT_flutter_local_FlutterFragCoord()\n{\n return flutter_FragCoord.xy;\n}\n\nfloat FLT_flutter_local_cubicPulse(float c, float w, inout float x)\n{\n x = abs(x - c);\n if (x > w)\n {\n return 0.0;\n }\n x /= w;\n return 1.0 - ((x * x) * (3.0 - (2.0 * x)));\n}\n\nfloat FLT_flutter_local_twoSin(inout float x)\n{\n x = (6.4899997711181640625 * x) - 0.64999997615814208984375;\n float t = ((-0.699999988079071044921875) * sin(6.80000019073486328125 * x)) + (1.39999997615814208984375 * sin(2.900000095367431640625 * x));\n t = (t / 4.099999904632568359375) + 0.5;\n return t;\n}\n\nfloat FLT_flutter_local_hash_1d(float v)\n{\n float u = 50.0 * sin(v * 3000.0);\n return (2.0 * fract((2.0 * u) * u)) - 1.0;\n}\n\nvoid FLT_main()\n{\n vec2 uv = vec2(FLT_flutter_local_FlutterFragCoord()) / uResolution;\n float param = 0.5;\n float param_1 = 0.0500000007450580596923828125;\n float param_2 = fract(uTime / 4.0);\n float _127 = FLT_flutter_local_cubicPulse(param, param_1, param_2);\n float t_2 = _127;\n float param_3 = fract(uTime / 5.0);\n float _134 = FLT_flutter_local_twoSin(param_3);\n float t_1 = _134;\n float glitchScale = mix(0.0, 8.0, t_1 + t_2);\n float aberrationSize = mix(0.0, 5.0, t_1 + t_2);\n float param_4 = uv.y;\n float h = FLT_flutter_local_hash_1d(param_4);\n float hs = sign(h);\n h = max(h, 0.0);\n h *= h;\n h = floor(h + float(0.5)) * hs;\n uv += (vec2(h * glitchScale, 0.0) / uResolution);\n vec2 redOffset = vec2(aberrationSize, 0.0) / uResolution;\n vec2 greenOffset = vec2(0.0) / uResolution;\n vec2 blueOffset = vec2(-aberrationSize, 0.0) / uResolution;\n vec2 redUv = uv + redOffset;\n vec2 greenUv = uv + greenOffset;\n vec2 blueUv = uv + blueOffset;\n vec2 ra = uTex.eval(uTex_size * redUv).xw;\n vec2 ga = uTex.eval(uTex_size * greenUv).yw;\n vec2 ba = uTex.eval(uTex_size * blueUv).zw;\n ra.x /= ra.y;\n ga.x /= ga.y;\n ba.x /= ba.y;\n float alpha = max(ra.y, max(ga.y, ba.y));\n oColor = vec4(ra.x, ga.x, ba.x, 1.0) * alpha;\n}\n\nhalf4 main(float2 iFragCoord)\n{\n flutter_FragCoord = float4(iFragCoord, 0, 0);\n FLT_main();\n return oColor;\n}\n", +{"sksl": { + "shader": "// This SkSL shader is autogenerated by spirv-cross.\n\nfloat4 flutter_FragCoord;\n\nuniform vec2 uResolution;\nuniform float uTime;\nuniform shader uTex;\nuniform half2 uTex_size;\n\nvec4 oColor;\n\nvec2 FLT_flutter_local_FlutterFragCoord()\n{\n return flutter_FragCoord.xy;\n}\n\nfloat FLT_flutter_local_cubicPulse(float c, float w, inout float x)\n{\n x = abs(x - c);\n if (x > w)\n {\n return 0.0;\n }\n x /= w;\n return 1.0 - ((x * x) * (3.0 - (2.0 * x)));\n}\n\nfloat FLT_flutter_local_twoSin(inout float x)\n{\n x = (6.4899997711181640625 * x) - 0.64999997615814208984375;\n float t = ((-0.699999988079071044921875) * sin(6.80000019073486328125 * x)) + (1.39999997615814208984375 * sin(2.900000095367431640625 * x));\n t = (t / 4.099999904632568359375) + 0.5;\n return t;\n}\n\nfloat FLT_flutter_local_hash_1d(float v)\n{\n float u = 50.0 * sin(v * 3000.0);\n return (2.0 * fract((2.0 * u) * u)) - 1.0;\n}\n\nvoid FLT_main()\n{\n vec2 uv = vec2(FLT_flutter_local_FlutterFragCoord()) / uResolution;\n float param = 0.5;\n float param_1 = 0.0500000007450580596923828125;\n float param_2 = fract(uTime / 4.0);\n float _127 = FLT_flutter_local_cubicPulse(param, param_1, param_2);\n float t_2 = _127;\n float param_3 = fract(uTime / 5.0);\n float _134 = FLT_flutter_local_twoSin(param_3);\n float t_1 = _134;\n float glitchScale = mix(0.0, 8.0, t_1 + t_2);\n float aberrationSize = mix(0.0, 5.0, t_1 + t_2);\n float param_4 = uv.y;\n float h = FLT_flutter_local_hash_1d(param_4);\n float hs = sign(h);\n h = max(h, 0.0);\n h *= h;\n h = floor(h + float(0.5)) * hs;\n uv += (vec2(h * glitchScale, 0.0) / uResolution);\n vec2 redOffset = vec2(aberrationSize, 0.0) / uResolution;\n vec2 greenOffset = vec2(0.0) / uResolution;\n vec2 blueOffset = vec2(-aberrationSize, 0.0) / uResolution;\n vec2 redUv = uv + redOffset;\n vec2 greenUv = uv + greenOffset;\n vec2 blueUv = uv + blueOffset;\n vec2 ra = uTex.eval(uTex_size * redUv).xw;\n vec2 ga = uTex.eval(uTex_size * greenUv).yw;\n vec2 ba = uTex.eval(uTex_size * blueUv).zw;\n ra.x /= ra.y;\n ga.x /= ga.y;\n ba.x /= ba.y;\n float alpha = max(ra.y, max(ga.y, ba.y));\n oColor = vec4(ra.x, ga.x, ba.x, 1.0) * alpha;\n}\n\nhalf4 main(float2 iFragCoord)\n{\n flutter_FragCoord = float4(iFragCoord, 0, 0);\n FLT_main();\n return oColor;\n}\n", + "entrypoint": "main", "stage": 1, - "target_platform": 2, "uniforms": [ { "array_elements": 0, @@ -53,7 +53,7 @@ const String kGlitchShaderSksl = r''' "type": 12 } ] -} +}} '''; void main() {