diff options
author | Rob Clark <robdclark@chromium.org> | 2020-04-09 08:18:24 -0700 |
---|---|---|
committer | Rob Clark <robdclark@chromium.org> | 2020-04-09 08:21:42 -0700 |
commit | 31b22da39e37e3471497475b0f70cb7911a14f10 (patch) | |
tree | ad9af436a448f8b04008d69991b1e90416681773 /shaders/skia/46-2.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/46-2.shader_test')
-rw-r--r-- | shaders/skia/46-2.shader_test | 50 |
1 files changed, 50 insertions, 0 deletions
diff --git a/shaders/skia/46-2.shader_test b/shaders/skia/46-2.shader_test new file mode 100644 index 0000000..41b90b2 --- /dev/null +++ b/shaders/skia/46-2.shader_test @@ -0,0 +1,50 @@ +[require] +GLSL >= 1.40 + +[fragment shader] +#version 140 + +out vec4 sk_FragColor; +uniform sampler2D uTextureSampler_0_Stage1; +uniform sampler2D uTextureSampler_0_Stage2; +noperspective in vec2 vTransformedCoords_0_Stage0; +noperspective in vec2 vTransformedCoords_1_Stage0; +vec4 TextureEffect_Stage2_c0_c0(vec4 _input) { + vec4 _output; + _output = texture(uTextureSampler_0_Stage2, vTransformedCoords_1_Stage0) * _input; + return _output; +} +vec4 blend_screen(vec4 src, vec4 dst) { + return src + (1.0 - src) * dst; +} +void main() { + vec4 output_Stage1; + { + output_Stage1 = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0); + } + vec4 output_Stage2; + { + output_Stage2 = blend_screen(output_Stage1, TextureEffect_Stage2_c0_c0(vec4(1.0))); + } + { + 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 vec2 localCoord; +noperspective out vec2 vTransformedCoords_0_Stage0; +noperspective out vec2 vTransformedCoords_1_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; + 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); +} + |