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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/22-66.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/22-66.shader_test')
-rw-r--r--shaders/skia/22-66.shader_test53
1 files changed, 53 insertions, 0 deletions
diff --git a/shaders/skia/22-66.shader_test b/shaders/skia/22-66.shader_test
new file mode 100644
index 0000000..59b8943
--- /dev/null
+++ b/shaders/skia/22-66.shader_test
@@ -0,0 +1,53 @@
+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+uniform vec2 uImageIncrement_Stage1;
+uniform vec2 uBounds_Stage1;
+uniform vec4 uKernel_Stage1[1];
+uniform sampler2D uTextureSampler_0_Stage1;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+void main() {
+ vec4 output_Stage1;
+ {
+ output_Stage1 = vec4(0.0, 0.0, 0.0, 0.0);
+ vec2 coord = vTransformedCoords_0_Stage0 - uImageIncrement_Stage1;
+ vec2 coordSampled = vec2(0.0, 0.0);
+ coordSampled = coord;
+ if (coord.y >= uBounds_Stage1.x && coord.y <= uBounds_Stage1.y) {
+ output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[0].x;
+ }
+ coord += uImageIncrement_Stage1;
+ coordSampled = coord;
+ if (coord.y >= uBounds_Stage1.x && coord.y <= uBounds_Stage1.y) {
+ output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[0].y;
+ }
+ coord += uImageIncrement_Stage1;
+ coordSampled = coord;
+ if (coord.y >= uBounds_Stage1.x && coord.y <= uBounds_Stage1.y) {
+ output_Stage1 += texture(uTextureSampler_0_Stage1, coordSampled) * uKernel_Stage1[0].z;
+ }
+ coord += uImageIncrement_Stage1;
+ }
+ {
+ sk_FragColor = output_Stage1;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+in vec2 position;
+in vec2 localCoord;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+void main() {
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy;
+ 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);
+}
+