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authorRob Clark <robdclark@chromium.org>2020-04-09 08:18:24 -0700
committerRob Clark <robdclark@chromium.org>2020-04-09 08:21:42 -0700
commit31b22da39e37e3471497475b0f70cb7911a14f10 (patch)
treead9af436a448f8b04008d69991b1e90416681773 /shaders/skia/16-84.shader_test
parent7d3768722419076cb935399ff580ad0b99dfdb2c (diff)
shaders: add skia shaders
Add shaders extracted from skia's unit tests[1] [1] https://skia.org/dev/testing/testing
Diffstat (limited to 'shaders/skia/16-84.shader_test')
-rw-r--r--shaders/skia/16-84.shader_test87
1 files changed, 87 insertions, 0 deletions
diff --git a/shaders/skia/16-84.shader_test b/shaders/skia/16-84.shader_test
new file mode 100644
index 0000000..cf9adc6
--- /dev/null
+++ b/shaders/skia/16-84.shader_test
@@ -0,0 +1,87 @@
+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+uniform vec4 uCoordTransformMatrix_1_Stage0;
+uniform sampler2D uTextureSampler_0_Stage1;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+flat in vec4 vcolor_Stage0;
+noperspective in float vcoverage_Stage0;
+vec4 TextureEffect_Stage1_c0_c0_c0_c0(vec4 _input, vec2 _coords) {
+ _coords = _coords * uCoordTransformMatrix_1_Stage0.xz + uCoordTransformMatrix_1_Stage0.yw;
+ vec4 _output;
+ _output = texture(uTextureSampler_0_Stage1, _coords) * _input;
+ return _output;
+}
+vec4 Bicubic_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec2 coord = vTransformedCoords_0_Stage0 - vec2(0.5);
+ vec2 f = fract(coord);
+ coord += 0.5 - f;
+ vec4 wx = mat4(0.055555555555555552, 0.88888888888888884, 0.055555555555555552, 0.0, -0.5, 0.0, 0.5, 0.0, 0.83333333333333337, -2.0, 1.5, -0.33333333333333331, -0.3888888888888889, 1.1666666666666667, -1.1666666666666667, 0.3888888888888889) * vec4(1.0, f.x, f.x * f.x, (f.x * f.x) * f.x);
+ vec4 wy = mat4(0.055555555555555552, 0.88888888888888884, 0.055555555555555552, 0.0, -0.5, 0.0, 0.5, 0.0, 0.83333333333333337, -2.0, 1.5, -0.33333333333333331, -0.3888888888888889, 1.1666666666666667, -1.1666666666666667, 0.3888888888888889) * vec4(1.0, f.y, f.y * f.y, (f.y * f.y) * f.y);
+ vec4 rowColors[4];
+ rowColors[0] = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0), coord + vec2(-1.0, -1.0));
+ rowColors[1] = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0), coord + vec2(0.0, -1.0));
+ rowColors[2] = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0), coord + vec2(1.0, -1.0));
+ rowColors[3] = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0), coord + vec2(2.0, -1.0));
+ vec4 s0 = ((wx.x * rowColors[0] + wx.y * rowColors[1]) + wx.z * rowColors[2]) + wx.w * rowColors[3];
+ rowColors[0] = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0), coord + vec2(-1.0, 0.0));
+ rowColors[1] = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0), coord);
+ rowColors[2] = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0), coord + vec2(1.0, 0.0));
+ rowColors[3] = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0), coord + vec2(2.0, 0.0));
+ vec4 s1 = ((wx.x * rowColors[0] + wx.y * rowColors[1]) + wx.z * rowColors[2]) + wx.w * rowColors[3];
+ rowColors[0] = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0), coord + vec2(-1.0, 1.0));
+ rowColors[1] = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0), coord + vec2(0.0, 1.0));
+ rowColors[2] = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0), coord + vec2(1.0, 1.0));
+ rowColors[3] = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0), coord + vec2(2.0, 1.0));
+ vec4 s2 = ((wx.x * rowColors[0] + wx.y * rowColors[1]) + wx.z * rowColors[2]) + wx.w * rowColors[3];
+ rowColors[0] = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0), coord + vec2(-1.0, 2.0));
+ rowColors[1] = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0), coord + vec2(0.0, 2.0));
+ rowColors[2] = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0), coord + vec2(1.0, 2.0));
+ rowColors[3] = TextureEffect_Stage1_c0_c0_c0_c0(vec4(1.0), coord + vec2(2.0, 2.0));
+ vec4 s3 = ((wx.x * rowColors[0] + wx.y * rowColors[1]) + wx.z * rowColors[2]) + wx.w * rowColors[3];
+ vec4 bicubicColor = ((wy.x * s0 + wy.y * s1) + wy.z * s2) + wy.w * s3;
+ bicubicColor.xyz = max(vec3(0.0), min(bicubicColor.xyz, bicubicColor.www));
+ _output = bicubicColor * _input;
+ return _output;
+}
+void main() {
+ vec4 outputCoverage_Stage0;
+ {
+ float coverage = vcoverage_Stage0;
+ outputCoverage_Stage0 = vec4(coverage);
+ }
+ vec4 output_Stage1;
+ {
+ output_Stage1 = Bicubic_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0));
+ }
+ {
+ sk_FragColor = output_Stage1 * outputCoverage_Stage0;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+in vec2 position;
+in float coverage;
+in vec4 color;
+in vec2 localCoord;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+flat out vec4 vcolor_Stage0;
+noperspective out float vcoverage_Stage0;
+void main() {
+ vec2 position = position;
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy;
+ vcolor_Stage0 = color;
+ vcoverage_Stage0 = coverage;
+ 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);
+}
+