summaryrefslogtreecommitdiff
path: root/shaders/skia/19-85.shader_test
diff options
context:
space:
mode:
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/19-85.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/19-85.shader_test')
-rw-r--r--shaders/skia/19-85.shader_test62
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);
+}
+