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/28-18.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/28-18.shader_test')
-rw-r--r-- | shaders/skia/28-18.shader_test | 124 |
1 files changed, 124 insertions, 0 deletions
diff --git a/shaders/skia/28-18.shader_test b/shaders/skia/28-18.shader_test new file mode 100644 index 0000000..d220364 --- /dev/null +++ b/shaders/skia/28-18.shader_test @@ -0,0 +1,124 @@ +[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); +} + |