diff options
author | Rob Clark <robdclark@chromium.org> | 2020-04-09 08:18:24 -0700 |
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committer | Rob Clark <robdclark@chromium.org> | 2020-04-09 08:21:42 -0700 |
commit | 31b22da39e37e3471497475b0f70cb7911a14f10 (patch) | |
tree | ad9af436a448f8b04008d69991b1e90416681773 /shaders/skia/19-85.shader_test | |
parent | 7d3768722419076cb935399ff580ad0b99dfdb2c (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/19-85.shader_test')
-rw-r--r-- | shaders/skia/19-85.shader_test | 62 |
1 files changed, 62 insertions, 0 deletions
diff --git a/shaders/skia/19-85.shader_test b/shaders/skia/19-85.shader_test new file mode 100644 index 0000000..cfe3bb5 --- /dev/null +++ b/shaders/skia/19-85.shader_test @@ -0,0 +1,62 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform float ucontrast_Stage2; +uniform sampler2D uTextureSampler_0_Stage1; +noperspective in vec2 vTransformedCoords_0_Stage0; +flat in vec4 vcolor_Stage0; +vec4 TextureEffect_Stage1_c0_c0(vec4 _input) { + vec4 _output; + _output = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0) * _input; + return _output; +} +void main() { + vec4 output_Stage1; + { + output_Stage1 = TextureEffect_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0)); + } + vec4 output_Stage2; + { + vec4 color = output_Stage1; + float nonZeroAlpha = max(color.w, 9.9999997473787516e-05); + color = vec4(color.xyz / nonZeroAlpha, nonZeroAlpha); + color.xyz = color.xyz * color.xyz; + float luma = dot(color, vec4(0.2125999927520752, 0.71520000696182251, 0.072200000286102295, 0.0)); + color = vec4(luma, luma, luma, 0.0); + if (ucontrast_Stage2 != 0.0) { + float m = (1.0 + ucontrast_Stage2) / (1.0 - ucontrast_Stage2); + float off = -0.5 * m + 0.5; + color = m * color + off; + } + color = clamp(color, 0.0, 1.0); + color.xyz = sqrt(color.xyz); + color.w = output_Stage1.w; + color.xyz *= color.w; + output_Stage2 = color; + } + { + sk_FragColor = output_Stage2; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uCoordTransformMatrix_0_Stage0; +in vec2 position; +in vec4 color; +in vec2 localCoord; +noperspective out vec2 vTransformedCoords_0_Stage0; +flat out vec4 vcolor_Stage0; +void main() { + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy; + vcolor_Stage0 = color; + 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); +} + |