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/22-86.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/22-86.shader_test')
-rw-r--r-- | shaders/skia/22-86.shader_test | 131 |
1 files changed, 131 insertions, 0 deletions
diff --git a/shaders/skia/22-86.shader_test b/shaders/skia/22-86.shader_test new file mode 100644 index 0000000..876c3e3 --- /dev/null +++ b/shaders/skia/22-86.shader_test @@ -0,0 +1,131 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform vec2 ufocalParams_Stage1_c0_c0_c0_c0; +uniform vec4 uscale0_1_Stage1_c0_c0_c1_c0; +uniform vec4 uscale2_3_Stage1_c0_c0_c1_c0; +uniform vec4 uscale4_5_Stage1_c0_c0_c1_c0; +uniform vec4 ubias0_1_Stage1_c0_c0_c1_c0; +uniform vec4 ubias2_3_Stage1_c0_c0_c1_c0; +uniform vec4 ubias4_5_Stage1_c0_c0_c1_c0; +uniform vec4 uthresholds1_7_Stage1_c0_c0_c1_c0; +uniform vec4 uthresholds9_13_Stage1_c0_c0_c1_c0; +noperspective in vec2 vTransformedCoords_0_Stage0; +noperspective in vec2 vTransformedCoords_1_Stage0; +flat in vec4 vcolor_Stage0; +vec4 TwoPointConicalGradientLayout_Stage1_c0_c0_c0_c0(vec4 _input) { + vec4 _output; + vec2 p = vTransformedCoords_0_Stage0; + float t = -1.0; + float v = 1.0; + { + { + float invR1 = ufocalParams_Stage1_c0_c0_c0_c0.x; + float x_t = -1.0; + { + float temp = p.x * p.x - p.y * p.y; + if (temp >= 0.0) { + { + x_t = sqrt(temp) - p.x * invR1; + } + } + } + { + if (x_t <= 0.0) { + v = -1.0; + } + } + { + { + t = x_t; + } + } + } + } + _output = vec4(t, v, 0.0, 0.0); + return _output; +} +vec4 UnrolledBinaryGradientColorizer_Stage1_c0_c0_c1_c0(vec4 _input) { + vec4 _output; + float t = _input.x; + vec4 scale, bias; + { + if (t < uthresholds1_7_Stage1_c0_c0_c1_c0.y) { + if (t < uthresholds1_7_Stage1_c0_c0_c1_c0.x) { + scale = uscale0_1_Stage1_c0_c0_c1_c0; + bias = ubias0_1_Stage1_c0_c0_c1_c0; + } else { + scale = uscale2_3_Stage1_c0_c0_c1_c0; + bias = ubias2_3_Stage1_c0_c0_c1_c0; + } + } else { + { + scale = uscale4_5_Stage1_c0_c0_c1_c0; + bias = ubias4_5_Stage1_c0_c0_c1_c0; + } + } + } + _output = t * scale + bias; + return _output; +} +vec4 TiledGradientEffect_Stage1_c0_c0(vec4 _input) { + vec4 _output; + vec4 t = TwoPointConicalGradientLayout_Stage1_c0_c0_c0_c0(vec4(1.0)); + if (t.y < 0.0) { + _output = vec4(0.0); + } else { + { + float t_1 = t.x - 1.0; + float tiled_t = (t_1 - 2.0 * floor(t_1 * 0.5)) - 1.0; + t.x = abs(tiled_t); + } + _output = UnrolledBinaryGradientColorizer_Stage1_c0_c0_c1_c0(t); + } + return _output; +} +void main() { + vec4 output_Stage1; + { + output_Stage1 = TiledGradientEffect_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0)); + } + vec4 output_Stage2; + { + output_Stage2 = output_Stage1; + float value; + { + uint x = uint(vTransformedCoords_1_Stage0.x); + uint y = uint(vTransformedCoords_1_Stage0.y); + uint m = (((((y & 1u) << 5u | (x & 1u) << 4u) | (y & 2u) << 2u) | (x & 2u) << 1u) | (y & 4u) >> 1u) | (x & 4u) >> 2u; + value = float(m) / 64.0 - 0.4921875; + } + output_Stage2 = vec4(clamp(output_Stage2.xyz + value * 0.0039215688593685627, 0.0, output_Stage2.w), output_Stage2.w); + } + { + sk_FragColor = output_Stage2; + } +} + +[vertex shader] +#version 140 + +uniform vec4 sk_RTAdjust; +uniform mat3 uCoordTransformMatrix_0_Stage0; +uniform mat3 uCoordTransformMatrix_1_Stage0; +in vec2 position; +in vec4 color; +in vec2 localCoord; +noperspective out vec2 vTransformedCoords_0_Stage0; +noperspective out vec2 vTransformedCoords_1_Stage0; +flat out vec4 vcolor_Stage0; +void main() { + vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy; + vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_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); +} + |