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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/28-18.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/28-18.shader_test')
-rw-r--r--shaders/skia/28-18.shader_test124
1 files changed, 124 insertions, 0 deletions
diff --git a/shaders/skia/28-18.shader_test b/shaders/skia/28-18.shader_test
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+++ b/shaders/skia/28-18.shader_test
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+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+uniform vec4 uleftBorderColor_Stage1_c0_c0;
+uniform vec4 urightBorderColor_Stage1_c0_c0;
+uniform vec4 uscale01_Stage1_c0_c0_c1_c0;
+uniform vec4 ubias01_Stage1_c0_c0_c1_c0;
+uniform vec4 uscale23_Stage1_c0_c0_c1_c0;
+uniform vec4 ubias23_Stage1_c0_c0_c1_c0;
+uniform float uthreshold_Stage1_c0_c0_c1_c0;
+uniform vec4 ucolor_Stage2_c1_c0_c0_c0;
+uniform vec4 ucolor_Stage2_c2_c0_c0_c0;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+flat in vec4 vcolor_Stage0;
+vec4 RadialGradientLayout_Stage1_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ float t = length(vTransformedCoords_0_Stage0);
+ _output = vec4(t, 1.0, 0.0, 0.0);
+ return _output;
+}
+vec4 DualIntervalGradientColorizer_Stage1_c0_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ float t = _input.x;
+ vec4 scale, bias;
+ if (t < uthreshold_Stage1_c0_c0_c1_c0) {
+ scale = uscale01_Stage1_c0_c0_c1_c0;
+ bias = ubias01_Stage1_c0_c0_c1_c0;
+ } else {
+ scale = uscale23_Stage1_c0_c0_c1_c0;
+ bias = ubias23_Stage1_c0_c0_c1_c0;
+ }
+ _output = t * scale + bias;
+ return _output;
+}
+vec4 ClampedGradientEffect_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 t = RadialGradientLayout_Stage1_c0_c0_c0_c0(vec4(1.0));
+ if (t.x < 0.0) {
+ _output = uleftBorderColor_Stage1_c0_c0;
+ } else if (t.x > 1.0) {
+ _output = urightBorderColor_Stage1_c0_c0;
+ } else {
+ _output = DualIntervalGradientColorizer_Stage1_c0_c0_c1_c0(t);
+ }
+ return _output;
+}
+vec4 ConstColorProcessor_Stage2_c1_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ {
+ _output = ucolor_Stage2_c1_c0_c0_c0;
+ }
+ return _output;
+}
+float _blend_overlay_component(float sc, float sa, float dc, float da) {
+ if (2.0 * dc <= da) {
+ return (2.0 * sc) * dc;
+ }
+ return sa * da - (2.0 * (da - dc)) * (sa - sc);
+}
+vec4 blend_overlay(vec4 src, vec4 dst) {
+ vec4 result = vec4(_blend_overlay_component(src.x, src.w, dst.x, dst.w), _blend_overlay_component(src.y, src.w, dst.y, dst.w), _blend_overlay_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w);
+ result.xyz += dst.xyz * (1.0 - src.w) + src.xyz * (1.0 - dst.w);
+ return result;
+}
+vec4 ComposeOne_Stage2_c1_c0(vec4 _input) {
+ vec4 _output;
+ _output = blend_overlay(ConstColorProcessor_Stage2_c1_c0_c0_c0(vec4(1.0)), _input);
+ return _output;
+}
+vec4 ConstColorProcessor_Stage2_c2_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ {
+ _output = ucolor_Stage2_c2_c0_c0_c0;
+ }
+ return _output;
+}
+vec4 blend_src_over(vec4 src, vec4 dst) {
+ return src + (1.0 - src.w) * dst;
+}
+vec4 blend_darken(vec4 src, vec4 dst) {
+ vec4 result = blend_src_over(src, dst);
+ result.xyz = min(result.xyz, (1.0 - dst.w) * src.xyz + dst.xyz);
+ return result;
+}
+vec4 ComposeOne_Stage2_c2_c0(vec4 _input) {
+ vec4 _output;
+ _output = blend_darken(ConstColorProcessor_Stage2_c2_c0_c0_c0(vec4(1.0)), _input);
+ return _output;
+}
+void main() {
+ vec4 output_Stage1;
+ {
+ output_Stage1 = ClampedGradientEffect_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0));
+ }
+ vec4 output_Stage2;
+ {
+ output_Stage2 = ComposeOne_Stage2_c2_c0(ComposeOne_Stage2_c1_c0(output_Stage1));
+ }
+ {
+ 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);
+}
+